
MorkXII - Thargrap 1020 |

Trades:
BotAncients (Ring Of Protection)
Scarab Buckler (Magic Spiked Breastplate)
Remove Curse (Chain Lightning)
Start at Surgery.
After first SoT, banish (to recovery) Bound Imp to draw: two cards. (Deal with recovery later).
Skills and Powers:Hand: Thundering Earthbreaker, Scrying, Staff of Minor Healing, Hellknight of the Nail, Gorum's Iron, The Big SkySkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +3
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 5 ☐ 6
Proficiencies Arcane Weapons
On your ([X2] or a local) check against a monster ([X4] or barrier), you may bury a card from your discards or banish a buried card to add 1d6 ([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
Displayed: Blood God Nulgreth, Bound Imp
Deck: 14 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (3-P): Yes
Notes: d8s vs local banes available:
Thundering Earthbreaker:Thundering Earthbreaker
Weapon 4Traits
Hammer
Melee
Bludgeoning
2-Handed
Respect
MagicChecks
Strength
Melee
15Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.After playing this weapon, you may not play an Offhand boon this encounter.
Scrying:Scrying
Spell 5Traits
Magic
Arcane
DivineChecks
Intelligence
Arcane
14
OR
Wisdom
Divine
13Powers
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any of the chosen type. Shuffle the location, then reload any set-aside cards into the location in any order.DURING RECOVERY: If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
Staff of Minor Healing:Staff of Minor Healing
Item 1Traits
Staff
Magic
Divine
HealingPowers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.Hellknight of the Nail:Hellknight of the Nail
Ally 3Traits
Human
HellknightChecks
Charisma
Diplomacy
11Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.Gorum's Iron:Gorum's Iron
Blessing 1Traits
Deity: Gorum
Divine
VeteranPowers
WHEN THIS IS THE HOUR:
On your non-Attack combat check, add 1.On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.The Big Sky:The Big Sky
Blessing 1Traits
Suit: Hammers
Harrow
VeteranChecks
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 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

wkover - Arueshalae |

No trades. Start at Tooth & Hookah. Take Sun Falcon Loot.
Hand: Starbow, Raccoon, Runewell's Echo, Guardian Bow, The Uprising, Impervious Chain Shirt, Lady Despair, Arueshalae's Gift,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 9
"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."
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

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Start at the Vizier's Hill
"
Hand: Blessing of Lamashtu 2, Blessing of Lamashtu, Blessing of Nethys, Wayfinder, Blood Periapt, Desnas Freedom,
Displayed:Deck: 15 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 3-6E: Y
Middle of Deck (Unknown Order): Ring of Energy Resistance, Steal Soul, Blessing of Lamashtu 3, Pious Healer, Blessing of Abadar, Clockwork Librarian, Blessing of Milani, Amulet of Furious Fists, Riding Allosaurus, Blessing of Gorum, Headband of Inspired Wisdom, Find Traps, Imp, Evangelist, Blessing of Norgorber
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☑ +1 ☐ +2 ☐ +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☑ +1 ☑ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2
Melee: Str +2
Perception: Wisdom +2
Fortitude: Con +2
Divine: Wisdom +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
X
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill (☐ plus the card's adventure deck number) and the Piercing trait (☐ and you may add the Magic trait); you may not play a weapon on this check. ( [x] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([x] +3).
☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

Alahazra - Katlyn99 |

Take Foresight from trader
Start at Smoking Den
"
Hand: Embiggen, Blessing of the All-Seeing Eye, Blessing of the Seventh Veil, Mist Horn, Death's Touch, Sand Elemental, Breath of Life, Helm of Electric Radiance,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Smoking Den
Hero Points: 4/4
Merchandise Reroll: Not Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it. Haz can recharge a card to add a d8 to trigger checks
Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.
Middle of Deck (Unknown Order): Druid of the Flame, Blessing of the Spellbound 1, Blessing of Abadar, Phoenix Cloak, Foresight (trader), Blessing of the Lady of Graves, Fire Snake, Divine Blaze, Crystal Ball, Volcanic Storm, Mountaineer, Tetisurah (loot), Blessing of Pharasma, Blessing of Osiris
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Survival: Wisdom +2
Diplomacy: Charisma +2
Divine: Charisma +3
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Traits:
Human Oracle
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire (☐ or Poison) and Attack traits on any check, add 1d8.
You may recharge a blessing to examine the top 2 (☑ or 3) (☑ or 4) cards of any location (☐ or any) deck (☑ and put them back in any order). You may not use this power during an encounter.
You may discard a spell to banish a card that has the Curse trait next to the deck of a character at your location.
☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

Channa Ti - WilderRedbeard |

Swap in Mask of the Forgotten Pharoah for Wintervine.
Visit Hadden Hoppert and swap in Canopic Conversion for Aspect of the Tiger and Aspect of the Hawk.
Visit Sunburst and swap in Remove Curse for Angelstep.
Start at Glass Pavillion.
Draw starting hand +1 then recharge Breath of Life.
Hand: Divine Blaze, Venomous Bolt, Balmberry Bush, Velociraptor, Blessing of Ketephys, Blessing of the Sages,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Glass Pavillion
Unused Hero Points: 3
NOTES:
Available Support: Blessings and Balmberry Bush available. CT can recharge a Liquid/Magic/Divine card to reduce Acid, Fire or Poison damage to a local character to 0. BotSages discards to single bless or recharges to add 3d8 to any Knowledge or Perception check.
Other: Dice Re-Roll Used for 7P?: N
Middle of Deck (Unknown Order): Mammoth Hide Armor, Eruption, Moose, Mastiff, Mask of the Forgotten Pharaoh (loot), Blessing of Pharasma, Shadowcat, Canopic Conversion (tr), Cloud Puff, Remove Curse (tr), Vampire Squid, Blessing of Nivi Rhombodazzle, Aspect of the Bull, Seaborne Trident +1
Recharged: Breath of Life,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☑ +1 ☑ +2
Craft: Intelligence +3
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors, Divine, □ Weapons
POWERS: Oasis Caller Role Card
You may discard (☑ or recharge) a card to add 1d8 to your check that invokes the Acid or Cold (☑ or Electricity or Poison) trait.
You may recharge a card that has the Liquid or Magic (☑ or Divine) trait to reduce Acid or Fire (☑ or Poison) damage dealt to you (☑ or a character at your location) to 0.
When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
□ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
□ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
☑ You may recharge a card to add your Survival skill to your Diplomacy check. If the card you recharge has the Liquid trait, add another 1d8.

Seltyiel - Gimry |

========================
Seltyiel starts his turn.
Hour: Blessing of Horus
Location: Golden Lake
Location Power:At the end of your turn, you may recharge up to 1d4+1 cards.
Adventure Powers:
Canflaguration
Craft 16(9+7): 1d8 + 5 + 1d4 + 2 + 1d8 ⇒ (5) + 5 + (3) + 2 + (1) = 16
Craft - 1d8+5
Shae's Gift - 1d4+2
Golembane Hammer +2 (Disable or Craft) - 1d8
Barrier 3
Traits
Trigger
Skirmish
Trap
Magic
Check
Intelligence
Arcane
Knowledge
13
OR
Wisdom
Survival
10
Powers
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.
Arcane 13: 1d8 + 7 + 1d4 + 2 ⇒ (3) + 7 + (2) + 2 = 14
Arcane - 1d8+7
Shae's Gift - 1d4+2
Gift was used on Int, so works here as well.
Discard Ruan to explore again
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Auto Fail.
End of turn ability
Location: 1d8 ⇒ 8
NumCards: 1d4 + 1 ⇒ (2) + 1 = 3
Glass Pavilion - 3 Cards
Card 1- Evil Eye - TRIGGER
Barrier C
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, suffer a scourge, then banish this card.
Scourge: 1d10 ⇒ 2
Suffer Curse of Poisoning and Banish Card
Card 2 - Ride the Lightning (BANISH) cry..
Card 3 - Blessing of the Lady of Graves (BANISH) cry....
Aegis of Recovery Recharges: (Ruan Mirukova).
Poisoning: 1d5 ⇒ 5
Recharge Rakshasa
"
Hand: Demonbane Longsword +2, Death's Touch, Chain Lightning, Aegis of Recovery,
Displayed:
Deck: 18 Discard: 0 Buried: 0
Current Location: Golden Lake
Hero Points: 10
Used: 0 // Seltyiel has the following curses marked:Curse of Poisoning:While Marked:
While displayed, after you reset your hand, recharge a random card.
NOTES:
Other: Paizo Re-Roll Used for 3-6E? N
Middle of Deck (Unknown Order): Meteor Swarm, Staff of Minor Healing, Disintegrate, Spellsword +2, Arcana Theft, Blessing of the Oathkeeper, Wyrmsmite, Ukwar Axe, Elemental Treaty, Embiggen, Staff of Heaven and Earth, Sawtooth Saber, Toff Ornelos, Gorum's Iron, Blessing of Angradd
Recharged: Golembane Hammer +2, Ruan Mirukova, The Rakshasa,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Intelligence +3
- Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Arcane
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☑ If you succeed, you may reload the card instead of recharging it)
☑ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☑ When you acquire a weapon or spell on your turn you may explore again
☑ On your check to acquire a spell or a weapon, add 2
☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
End of Turn Summary
Banished top 2 cards at Golden Lake and Conflaguration
Banished top 3 cards at Glass Pavilion

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Monster 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Monster 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 4
Traits
Undead
Swarm
Check
Combat
17
Powers
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Barrier 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
Traits
Obstacle
Magic
Acid
Check
Wisdom
Perception
10
Powers
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Barrier 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 1
Traits
Trap
Poison
Veteran
Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier B
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Weapon 4
Traits
Whip
Melee
Piercing
Poison
Finesse
Magic
Check
Strength
Melee
11
Powers
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.
Weapon 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Weapon 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 4
Traits
Knife
Ranged
Piercing
Magic
Pharasma
Check
Dexterity
Ranged
Wisdom
Divine
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Acid
Attack
Check
Intelligence
Arcane
4
Powers
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
14
Powers
On any check, after the roll, discard this card to add or subtract 3 from the result.
After playing this card, if you do not have either the Arcane or Divine skills, banish this card; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Wisdom
Divine
10
Powers
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
If proficient with light armors, you may recharge this card when you play a spell.
Armor 5
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Wisdom
Divine
12
Powers
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check, or to reduce Acid, Cold, or Poison damage dealt to you to 0.
Banish this card to shuffle 1d4+1 cards from your discard pile into your deck.
Armor 6
Traits
Light Armor
Check
Constitution
Fortitude
10
OR
Intelligence
Craft
11
Powers
Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.
Armor 6
Traits
Light Armor
Magic
Pharasma
Check
Constitution
Fortitude
Wisdom
Divine
13
Powers
Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
Reveal this card to reduce all damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to examine the top card of your deck.
Item B
Traits
Accessory
Magic
Check
Wisdom
5
Powers
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Item 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.
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
Traits
Object
Magic
Check
Wisdom
Knowledge
Intelligence
Craft
9
Powers
Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may add a card from the Chest of Keeping to your hand.
Item 6
Traits
Object
Magic
Undead
Mummy
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to a check against a monster that has the Undead trait.
Ally C
Traits
Half-Orc
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
At the end of your turn, recharge this card to move to another location.
Discard this card to explore your location.
Ally 3
Traits
Animal
Elemental
Acid
Poison
Check
Wisdom
Survival
10
Powers
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
Ally B
Traits
Human
Rogue
Aspis
Hireling
Check
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.
Ally 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
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.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing C
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Anubis
Poison
Mummy
Check
Divine
8
OR
Charisma
Diplomacy
11
Powers
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 1 Seltyiel/Gimry
Top of Blessing Discard Pile: Blessing of Horus
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move; if you are in an encounter, do so after the encounter.
Blessings Remaining: 14
Blessings Deck
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:3 Bl:1 ?:1
Located here: Haz
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Undead
Mummy
Check
Bury a card
Powers
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
Discard this card to explore your location.
Blessing B
Traits
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.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 3
Traits
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.
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.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
5
Powers
During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Ally C
Traits
Human
Rogue
Hireling
Check
Charisma
Diplomacy
10
Powers
If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
Discard this card to explore your location.
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.
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.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:3 Bl:1 ?:1
Located here: Thargrap
Notes: Conflagration displayed
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.
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.
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.
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.
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.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Item 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.
Monster 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Barrier 4
Traits
Trap
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.
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.
Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:4 Bl:0 ?:1
Located here: Arue
Notes: Conflagration displayed
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.
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.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Ally 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.
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.
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.
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.
Ally 5
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
13
Powers
Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
While displayed, when you display a scourge, bury this card.
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Selty
Notes:
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.
Armor 1
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Ally 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.
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.
Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Athnul
Notes: Conflagration displayed
Monster B
Traits
Gnoll
Veteran
Trigger
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Barrier 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.
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 4
Traits
Knife
Ranged
Piercing
Magic
Pharasma
Check
Dexterity
Ranged
Wisdom
Divine
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Barrier 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 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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ally 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 4
Traits
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.
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:2 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Armor 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.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, suffer a scourge.
Barrier B
Traits
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.
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.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8
Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Canny Jackal
At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:3 Al:3 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 2
Traits
Half-Elf
Shopkeeper
Check
Charisma
Diplomacy
6
Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.
Ally 4
Traits
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.
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.
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.
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.
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.
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.
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.
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.
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: CT
Notes: Conflagration displayed
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.
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.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

wkover - Arueshalae |

Hour: Horus.
Will tackle SOT Conflagration check.
Asking Athnul to recharge Desna's Freedom.
Dis 16 (9+7) w/ DF, recharged Raccoon: 3d8 + 6 ⇒ (4, 2, 8) + 6 = 20 - Conflagration at Tooth & Hookah defeated
Move to Smoking Den to join Haz. Explore Den and encounter Shock Glaive. Weapon is banished.
Discard Uprising to explore, encounter Aghash. No point in encountering, since Conflagration is still @ location. Evade Aghash, Smoking Den is shuffled.
Display armor, then EOT stuff...
Which location examined?: 1d8 ⇒ 1 - Smoking Den
How many cards examined?: 1d4 + 1 ⇒ (2) + 1 = 3
location is shuffled, so which cards are examined?: 3d10 ⇒ (9, 10, 4) = 23 - Returning Throwing Axe (banished), Sophronia (banished), Blessing of Pharasma (banished).
EOT fire damage from Conflagration is blocked by immunity. Draw up.
Hand: Starbow, Deathbane Throwing Axe, Runewell's Echo, Guardian Bow, Ring of Immolation, Skoan-quah Boneslayer, Sun Falcon Pectoral, Arueshalae's Gift,
Displayed: Impervious Chain Shirt,
Deck: 13 Discard: 1 Buried: 0
Hero Points: 9
"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."
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
Conflagration removed from Tooth & Hookah. Athnul recharged Desna's Freedom. Cards 1,4, 10, and 11 are banished from Smoking Den. Rest of location is shuffled.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Monster 4
Traits
Construct
Check
Combat
17
Powers
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Monster 5
Traits
Ooze
Electricity
Fire
Check
Combat
20
Powers
The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits.
Before you act, succeed at a Strength 13 check or discard a weapon.
Damage dealt by the Plasma Ooze is dealt to each character at this location.
Monster 6
Traits
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 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 4
Traits
Elemental
Outsider
Janni
Fire
Check
Combat
19
Powers
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
Barrier 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
Traits
Curse
Magic
Trigger
Check
Wisdom
Survival
Divine
10
Powers
When you examine this card, banish it.
If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.
Barrier 6
Traits
Curse
Trap
Magic
Poison
Check
Intelligence
Perception
Constitution
Fortitude
14
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Barrier 6
Traits
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 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.
Weapon 6
Traits
Knife
Ranged
Slashing
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.
Weapon 5
Traits
Knife
Ranged
Piercing
Cold
Magic
Check
Dexterity
Ranged
12
OR
Arcane
Divine
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.
Weapon 6
Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic
Check
Dexterity
Ranged
12
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at any location.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
Weapon 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Weapon 1
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
12
Powers
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Spell 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 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 B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor 3
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
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
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 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.
Item 6
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Suvival
13
Powers
Recharge this card to evade a bane, then move all characters at this location to another location.
Display this card. While displayed, reduce Fire or Electricity damage dealt to all characters at your location by 2.
Item 4
Traits
Object
Magic
Anubis
Check
Charisma
Diplomacy
Stealth
11
Powers
When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
Recharge this card to add the Poison trait and 1d4 to your combat check.
Item 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 B
Traits
Accessory
Magic
Check
Wisdom
5
Powers
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Item 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.
Ally 4
Traits
Undead
Banshee
Incorporeal
Check
Combat
15
Powers
Display this card next to your deck. While displayed, you may add or subtract 5 from the result of a check on which you played a card of your favored card type.
While displayed, when you display a scourge, bury this card.
Ally 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 C
Traits
Half-Orc
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
At the end of your turn, recharge this card to move to another location.
Discard this card to explore your location.
Ally 3
Traits
Human
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 B
Traits
Human
Aspis
Sage
Check
Charisma
Diplomacy
9
Powers
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Blessing 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 4
Traits
Divine
Anubis
Poison
Mummy
Check
Divine
8
OR
Charisma
Diplomacy
11
Powers
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 2 Arueshalae/wkover
Top of Blessing Discard Pile: Blessing of Wadjet
Blessing B
Traits
Divine
Wadjet
Check
Divine
5
OR
Intelligence
Knowledge
7
Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Remaining: 13
Blessings Deck
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:1 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Haz, Arue
Notes: Conflagration displayed
Aghash
Ally C
Traits
Human
Rogue
Hireling
Check
Charisma
Diplomacy
10
Powers
If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
Discard this card to explore your location.
Ally B
Traits
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.
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.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
5
Powers
During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Barrier B
Traits
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:3 Bl:1 ?:1
Located here: Thargrap
Notes: Conflagration displayed
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.
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.
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.
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.
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.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Item 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.
Monster 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Barrier 4
Traits
Trap
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.
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.
Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:4 Bl:0 ?:1
Notes:
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.
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.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Ally 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.
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.
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.
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.
Ally 5
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
13
Powers
Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
While displayed, when you display a scourge, bury this card.
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Selty
Notes:
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.
Armor 1
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Ally 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.
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.
Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Athnul
Notes: Conflagration displayed
Monster B
Traits
Gnoll
Veteran
Trigger
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Barrier 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.
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 4
Traits
Knife
Ranged
Piercing
Magic
Pharasma
Check
Dexterity
Ranged
Wisdom
Divine
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Barrier 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 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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ally 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 4
Traits
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.
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:2 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Armor 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.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, suffer a scourge.
Barrier B
Traits
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.
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.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8
Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Canny Jackal
At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:3 Al:3 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 2
Traits
Half-Elf
Shopkeeper
Check
Charisma
Diplomacy
6
Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.
Ally 4
Traits
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.
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.
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.
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.
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.
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.
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.
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.
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: CT
Notes: Conflagration displayed
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.
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.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

Alahazra - Katlyn99 |

Hourglass Discard: Blessing of Wadjet
Start of Turn:
Bury Mist Horn and Helm of electric Radiance instead of discarding from the hourglass
Attempt the check to defeat conflagration
cast embiggen, use shaes gift for wis
Survival 9+7: 1d12 + 5 + 1d4 + 2 ⇒ (7) + 5 + (3) + 2 = 17
success. conflagration gone from Smoking Den
Recharge blessing of the seventh veil to examine smoking den
Smoking Den Card 1: Falto
Smoking Den Card 2: Ubashki
Smoking Den Card 3: Blast Glyph - trigger
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
embiggen still in effect
Intelligence 10: 1d12 ⇒ 1
recharge sand elemental to reduce cold damage to 0
Smoking Den Card 4: Detect Undead
Reorder: Falto, Detect Undead, let someone else reorder the other 2
Explore: Falto
embiggen still in effect
Diplomacy 10: 1d12 + 6 ⇒ (6) + 6 = 12
Discard Falto to explore
Explore: Detect Undead
auto acquire Detect Undead
Cast Detect Undead
oh look, its an undead! how surprising! i encounter it
Explore: Ubashki
bury death's touch to acquire Ubashki
At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.
open location: 1d8 ⇒ 5
Vizier's hill examined
# examined: 1d4 + 1 ⇒ (3) + 1 = 4
Vizier's Hill Card 1: Bonecrusher Hunter - trigger
When you examine this card, encounter it and increase its difficulty to defeat by 3.
embiggen still in effect, recharge Breath of Life to add a d8
Strength 9+3+7: 1d10 + 1d12 ⇒ (4) + (10) = 14
use shirt reroll on the d10
Strength 9+3+7: 1d10 + 10 ⇒ (7) + 10 = 17
recharge blessing of the all seeing eye to add 2
Vizier's Hill Card 2: The Evil Eye - trigger
scourge: 1d10 ⇒ 2
Curse of Poisoning
Vizier's Hill Card 3: Crook and Flail of Kings
banished
Vizier's Hill Card 4: Fate Blade
banished
Alahazra ends her turn.
Alahazra attempts to recover all cards in her Recovery pile.
Embiggen: Divine 10: 1d12 + 7 ⇒ (8) + 7 = 15 -> Embiggen recharged discarded.
Detect Undead: Divine 7: 1d10 + 7 ⇒ (3) + 7 = 10 -> Detect Undead recharged.
Alahazra resets her hand.
"
Hand: Ubashki, Blessing of Osiris, Foresight (trader), Blessing of Abadar, Phoenix Cloak, Blessing of Pharasma, Crystal Ball, Divine Blaze,
Displayed:
Deck: 13 Discard: 1 Buried: 3
Current Location: Smoking Den
Hero Points: 4/4
Merchandise Reroll: Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it. Haz can recharge a card to add a d8 to trigger checks
Movement: Curse of Poisoning
Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.
Middle of Deck (Unknown Order): Fire Snake, Volcanic Storm, Tetisurah (loot), Blessing of the Lady of Graves, Druid of the Flame, Blessing of the Spellbound 1, Mountaineer
Recharged: Blessing of the Seventh Veil, Sand Elemental, Breath of Life, Blessing of the All-Seeing Eye, Embiggen, Detect Undead,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Survival: Wisdom +2
Diplomacy: Charisma +2
Divine: Charisma +3
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Traits:
Human Oracle
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire (☐ or Poison) and Attack traits on any check, add 1d8.
You may recharge a blessing to examine the top 2 (☑ or 3) (☑ or 4) cards of any location (☐ or any) deck (☑ and put them back in any order). You may not use this power during an encounter.
You may discard a spell to banish a card that has the Curse trait next to the deck of a character at your location.
☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).
random card from hand due to curse: 1d8 ⇒ 6
Blessing of Pharasma recharged

MorkXII - Thargrap 1020 |

Off turn:
Discard Bound Imp during recovery.
Bury Bound Imp and Staff of Minor Healing instead of advancing the hour.
Conflagration:
Gift on Con. Reload Thundering Earthbreaker for +d12, discard The Big Sky to bless.
Con 9+7=16: 1d8 + 1d4 + 2 + 1d12 + 1d8 ⇒ (3) + (2) + 2 + (6) + (4) = 17 Defeated, banished.
Heal: The Big Sky
Banish Staff of Minor Healing to draw: Thundering Earthbreaker.
Cast Scrying on Surgery for monsters:
Druid of the Storm
Elemental Mastery
Blessing of Ra
Deck shuffled.
Explore: The Viper
Use Fort instead, Gift on Con
Fort 9: 1d8 + 2 + 1d4 + 2 ⇒ (2) + 2 + (2) + 2 = 8 Shirt reroll
Fort 9: 1d8 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7 Hero point
Fort 9: 1d8 + 2 + 1d4 + 2 ⇒ (6) + 2 + (2) + 2 = 12 Acquired, displayed at scenario.
Discard Hellknight of the Nail to explore: Druid of the Storm
Use Fort instead, Gift on Con
Fort 9: 1d8 + 2 + 1d4 + 2 ⇒ (4) + 2 + (4) + 2 = 12 Acquired, displayed at scenario.
End of turn:
Examine 1d4 + 1 ⇒ (2) + 1 = 3 cards from 1d8 ⇒ 3: Tooth and Hookah:
Icy Prison Banished.
Khelru Banished.
Aghash Trigger - discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Draw up to 5.
Skills and Powers:Hand: Thundering Earthbreaker, Remove Curse, Gorum's Iron, Our Lord In Iron, The BeatingSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +3
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 5 ☐ 6
Proficiencies Arcane Weapons
On your ([X2] or a local) check against a monster ([X4] or barrier), you may bury a card from your discards or banish a buried card to add 1d6 ([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
Displayed: Blood God Nulgreth
Deck: 12 Discard: 2 Buried: 1
Hero Points: 2 Shirt Reroll Available (3-P): No
Notes: d8s vs local banes available:
Thundering Earthbreaker:Thundering Earthbreaker
Weapon 4Traits
Hammer
Melee
Bludgeoning
2-Handed
Respect
MagicChecks
Strength
Melee
15Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.After playing this weapon, you may not play an Offhand boon this encounter.
Remove Curse:Remove Curse
Spell BTraits
Magic
Arcane
Divine
BasicPowers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.Gorum's Iron:Gorum's Iron
Blessing 1Traits
Deity: Gorum
Divine
VeteranPowers
WHEN THIS IS THE HOUR:
On your non-Attack combat check, add 1.On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.Our Lord In Iron:Our Lord In Iron
Blessing 3Traits
Deity: Gorum
DivineChecks
Divine
Melee
Ranged
8Powers
WHEN THIS IS THE HOUR: On your combat check, you may reveal any number of weapons; for each, add 1.On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.The Beating:The Beating
Blessing 1Traits
Suit: Hammers
Harrow
VeteranChecks
Strength
Melee
4+#Powers
WHEN THIS IS THE HOUR: When you encounter a monster from a location, before acting, another local character summons and encounters it.On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Monster 3
Traits
Undead
Sphinx
Mummy
Check
Combat
17
Powers
The Mummified Sphinx is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, recharge your hand, reset your hand, and bury a card.
Monster 4
Traits
Elemental
Outsider
Janni
Fire
Check
Combat
19
Powers
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
Monster 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
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
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.
Barrier C
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 3
Traits
Trap
Skirmish
Magic
Trigger
Check
Intelligence
Arcane
Knowledge
13
OR
Wisdom
Survival
10
Powers
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.
Barrier 4
Traits
Obstacle
Sphinx
Trigger
Check
Dexterity
Stealth
Perception
Wisdom
12
Powers
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Barrier 5
Traits
Obstacle
Trap
Arcane
Magic
Acid
Check
Intelligence
Perception
Knowledge
13
OR
Disable
15
Powers
If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
Barrier 5
Traits
Curse
Trigger
Check
Intelligence
Perception
Dexterity
Disable
16
Powers
When you examine this card, encounter it.
If undefeated, each character at your location draws the scourge Curse of Blindness from the box.
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
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 3
Traits
Knife
Ranged
Piercing
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.
Weapon 5
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
Weapon 6
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait an you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to prevent all combat or Poison damage dealt to you.
Spell 6
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
15
Powers
Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, move after the encounter.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.
Spell 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
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card to allow a character at your location to search their deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Cold
Undead
Check
Intelligene
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster’s power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armor 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
Traits
Heavy Armor Magic
Check
Constitution
Fortitude
Divine
10
Powers
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
Armor 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 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 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to add a die to your Constitution or Fortitude non-combat check.
Reveal this card to reduce all damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.
Item 3
Traits
Object
Magic
Arcane
Divine
Check
Arcane
Divine
10
Powers
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Item C
Traits
Accessory
Tool
Check
Intelligence
Craft
Disable
6
Powers
Recharge this card to add 1d8 to your Craft or Disable check.
Item B
Traits
Object
Magic
Ra
Trigger
Check
Strength
Knowledge
Divine
5
Powers
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Item 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.
Ally 5
Traits
Elemental
Check
Constitution
Fortitude
9
Powers
Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
Ally 2
Traits
Caligni
Oracle
Trigger
Check
Perception
Charisma
Diplomacy
11
Powers
When you examine this card, shuffle it back into its deck.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.
Ally B
Traits
Animal
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 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Ally 5
Traits
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.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
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 4
Traits
Divine
Osiris
Healing
Check
Divine
8
Powers
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Turn: 4 Thargrap/MorkXII
Top of Blessing Discard Pile: Blessing of Nethys
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 13
Blessings Deck
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
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 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Haz, Arue
Notes: Aghash
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.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Barrier B
Traits
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:1
Located here: Thargrap
Notes: Elemental Mastery, Blessing of Ra
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Item 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.
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.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Item 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.
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.
Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M:1 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:3 Bl:0 ?:1
Notes:
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Ally 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.
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.
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.
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.
Ally 5
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
13
Powers
Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
While displayed, when you display a scourge, bury this card.
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Selty
Notes:
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.
Armor 1
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Ally 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.
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.
Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Athnul
Notes: Conflagration displayed
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 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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ally 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 4
Traits
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.
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:2 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Armor 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.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, suffer a scourge.
Barrier B
Traits
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.
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.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8
Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Canny Jackal
At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:3 Al:3 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 2
Traits
Half-Elf
Shopkeeper
Check
Charisma
Diplomacy
6
Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.
Ally 4
Traits
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.
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.
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.
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.
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.
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.
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.
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.
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: CT
Notes: Conflagration displayed
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.
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.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

Channa Ti - WilderRedbeard |

Instead of advancing the hour, bury Venomous Bolt & Velociraptor.
Examine top card of Glass Pavillion per location power: Chain Lightning (S3).
Attempt Conflagration check, recharging Balmberry Bush to add 1d8 (CT's power), Shae's Gift for Wisdom.
Survival 9+#=16: 1d10 + 5 + 1d8 + 1d4 + 2 ⇒ (4) + 5 + (4) + (2) + 2 = 17 success
Conflagration banished.
Remain at Glass Pavillion.
Explore:
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.
Intelligence 10: 1d6 + 2 + 1d8 ⇒ (6) + 2 + (1) = 9 banished
End turn. Examine a random location per the scenario power:
Random location: 1d8 ⇒ 3 Tooth & Hookah
Examine: 1d4 + 1 ⇒ (4) + 1 = 5 cards: Aghash (Henchman M0 - TRIGGER)
Discard a blessing from the hourglass and shuffle in a Sandstorm.
Continue examining: Chakram of Ruin (W6 - BANISH), Minnothet (Al2 - BANISH), Baited Jewel Box (Ba0 - TRIGGER)
No weapons, armors or items to shuffle into location.
Continue examining: Sebti the Crocodile (Al1 - BANISH)
Reset hand.
Hand: Aspect of the Bull, Eruption, Divine Blaze, Mastiff, Blessing of Pharasma, Blessing of Ketephys,
Displayed:
Deck: 13 Discard: 0 Buried: 2
Current Location: Glass Pavillion
Unused Hero Points: 3
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 7P?: N
At the start of Athnul's turn, display Aspect of the Bull and Mastiff. Draw 2 cards: Seaborne Trident +1 & Vampire Squid.
Hand: Seaborne Trident +1, Eruption, Divine Blaze, Vampire Squid, Blessing of Pharasma, Blessing of Ketephys,
Displayed: Aspect of the Bull, Mastiff,
Deck: 11 Discard: 0 Buried: 2
Current Location: Glass Pavillion
Unused Hero Points: 3
NOTES:
Available Support: 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 7P?: N
Middle of Deck (Unknown Order): Blessing of Nivi Rhombodazzle, Canopic Conversion (tr), Mammoth Hide Armor, Moose, Remove Curse (tr), Mask of the Forgotten Pharaoh (loot), Shadowcat, Cloud Puff
Recharged: Breath of Life, Balmberry Bush, Blessing of the Sages,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☑ +1 ☑ +2
Craft: Intelligence +3
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors, Divine, □ Weapons
POWERS: Oasis Caller Role Card
You may discard (☑ or recharge) a card to add 1d8 to your check that invokes the Acid or Cold (☑ or Electricity or Poison) trait.
You may recharge a card that has the Liquid or Magic (☑ or Divine) trait to reduce Acid or Fire (☑ or Poison) damage dealt to you (☑ or a character at your location) to 0.
When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
□ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
□ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
☑ You may recharge a card to add your Survival skill to your Diplomacy check. If the card you recharge has the Liquid trait, add another 1d8.
Turn Summary:
Buried 2 cards to prevent flipping hour
Conflagration at Glass Pavillion banished
Card 1 banished
Examined top 5 cards at Tooth & Hookah
Aghash triggered - top card of hourglass discarded and Sandstorm shuffled in
Cards 2, 3 & 5 of Tooth & Hookah banished.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Monster B
Traits
Vermin
Swarm
Poison
Trigger
Veteran
Check
Combat
6
Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
Monster 1
Traits
Undead
Check
Combat
8
THEN
Combat
10
Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
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 1
Traits
Undead
Mummy
Swarm
Trigger
Check
Combat
8
THEN
Combat
8
Powers
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Barrier 4
Traits
Obstacle
Sphinx
Trigger
Check
Dexterity
Stealth
Perception
Wisdom
12
Powers
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Barrier 6
Traits
Lock
Trap
Fire
Check
Dexterity
Disable
Stealth
17
Powers
If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.
Barrier 6
Traits
Curse
Undead
Cold
Magic
Trigger
Check
Wisdom
Divine
16
OR
Dexterity
Disable
17
Powers
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 5
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.
Weapon 4
Traits
Whip
Melee
Piercing
Poison
Finesse
Magic
Check
Strength
Melee
11
Powers
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.
Weapon 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.
Weapon 4
Traits
Knife
Ranged
Piercing
Magic
Pharasma
Check
Dexterity
Ranged
Wisdom
Divine
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 4
Traits
Knife
Ranged
Piercing
Magic
Pharasma
Check
Dexterity
Ranged
Wisdom
Divine
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Spell 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
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Fire
Veteran
Check
Wisdom
Divine
5
Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 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
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.
Armor 6
Traits
Light Armor
Check
Constitution
Fortitude
10
OR
Intelligence
Craft
11
Powers
Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.
Armor 6
Traits
Light Armor
Magic
Pharasma
Check
Constitution
Fortitude
Wisdom
Divine
13
Powers
Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
Reveal this card to reduce all damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to examine the top card of your deck.
Armor 1
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Armor 5
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 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Item 3
Traits
Staff
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
Item 1
Traits
Object
Magic
Thoth
Trigger
Check
Knowledge
Wisdom
Divine
7
Powers
When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.
Item 3
Traits
Object
Magic
Anubis
Trigger
Check
Intelligence
10
OR
Charisma
Diplomacy
8
Powers
When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Item B
Traits
Accessory
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 B
Traits
Accessory
Check
Intelligence
Craft
Wisdom
Survival
6
Powers
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Ally 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
Traits
Undead
Banshee
Incorporeal
Check
Combat
15
Powers
Display this card next to your deck. While displayed, you may add or subtract 5 from the result of a check on which you played a card of your favored card type.
While displayed, when you display a scourge, bury this card.
Ally 2
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Ally 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Ally 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.
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 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 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 4
Traits
Divine
Osiris
Healing
Check
Divine
8
Powers
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Turn: 5 Channa Ti/WilderRedbeard
Top of Blessing Discard Pile: 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.
Blessings Remaining: 13
Blessings Deck
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 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
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.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
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.
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Haz, Arue
Notes: Aghash
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.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Barrier B
Traits
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:1
Located here: Thargrap
Notes: Elemental Mastery, Blessing of Ra
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Item 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.
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.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Item 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.
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.
Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Notes:
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
Ally 5
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
13
Powers
Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
While displayed, when you display a scourge, bury this card.
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Selty
Notes:
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.
Armor 1
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Ally 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.
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.
Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Athnul
Notes: Conflagration displayed
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 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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ally 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 4
Traits
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.
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:2 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Armor 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.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, suffer a scourge.
Barrier B
Traits
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.
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.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8
Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Canny Jackal
At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:3 Al:3 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 2
Traits
Half-Elf
Shopkeeper
Check
Charisma
Diplomacy
6
Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.
Ally 4
Traits
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.
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.
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.
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.
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.
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.
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.
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.
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: CT
Notes:
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.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

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Turn 6: Bury Wayfinder and Blessing of Lamashtu to halt the blessing timer.
SoT: Encounter Conflagration at Vizier's Hill (Fort 16)
Discard Blessing of nethys to bless.
Fort 16: 1d10 + 4 + 1d10 ⇒ (6) + 4 + (9) = 19 -> Conflagration discarded.
Move: Tooth and Hookah
Free Explore: Aghash (Divine 22)
Bury Blessing of Lamashtu to bless twice.
Divine 22: 1d10 + 7 + 2d10 ⇒ (6) + 7 + (10, 7) = 30 -> Defeated.
Close location: Summon Mad Dog Merren (Fort 9)
Use party blessing to bless.
Fort 9: 1d10 + 4 + 1d10 ⇒ (5) + 4 + (8) = 17 -> Acquired and displayed.
Tooth and Hookah Closed.
End turn.
Random location: 1d7 ⇒ 4 -> Vizier's Hill
Random: 1d4 + 1 ⇒ (4) + 1 = 5 -> Eternal Captives, Curse of the Netheshuun (trigger)
Autofail charisma check.
Use party blessing.
Divine 16: 1d10 + 7 + 1d10 ⇒ (10) + 7 + (5) = 22 -> Defeated
Continue examine from Hill: Ahgash (trigger) (bury BoNethys from discard and Imp from deck), Mistform, Tomb Artisan
Reset hand.
"
Hand: Imp, Ring of Energy Resistance, Pious Healer, Amulet of Furious Fists, Blood Periapt, Blessing of Lamashtu 3,
Displayed:Deck: 11 Discard: 1 Buried: 3
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [LOCATION] if my location closes.
Other: Reroll used for 3-6E: Y
Middle of Deck (Unknown Order): Headband of Inspired Wisdom, Evangelist, Clockwork Librarian, Find Traps, Blessing of Milani, Blessing of Gorum, Riding Allosaurus, Steal Soul, Blessing of Abadar, Blessing of Norgorber
Recharged: Desnas Freedom,
Discard Pile:
Buried Pile:
Strength d6 ☑ +1 ☐ +2 ☐ +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☑ +1 ☑ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2
Melee: Str +2
Perception: Wisdom +2
Fortitude: Con +2
Divine: Wisdom +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
X
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill (☐ plus the card's adventure deck number) and the Piercing trait (☐ and you may add the Magic trait); you may not play a weapon on this check. ( [x] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([x] +3).
☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
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 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Monster 2
Traits
Outsider
Psychopomp
Check
Combat
13
Powers
The Vanth is immune to the Poison trait.
Before you act, draw a random scourge from the box.
Monster 4
Traits
Elemental
Outsider
Janni
Fire
Check
Combat
19
Powers
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
Monster 5
Traits
Elemental
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.
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 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
Traits
Obstacle
Magic
Acid
Check
Wisdom
Perception
10
Powers
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Barrier 6
Traits
Curse
Undead
Cold
Magic
Trigger
Check
Wisdom
Divine
16
OR
Dexterity
Disable
17
Powers
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Weapon 5
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
Perception
12
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
Weapon 4
Traits
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 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 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 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.
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
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Electricity
Fire
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 4d6. Ignore any non-villain monster’s power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Spell 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.
Armor 6
Traits
Light Armor
Check
Constitution
Fortitude
10
OR
Intelligence
Craft
11
Powers
Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
9
OR
Intelligence
Craft
10
Powers
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
Armor 2
Traits
Shield Offhand
Check
Constitution
Fortitude
Craft
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.
Armor 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 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.
Item 4
Traits
Accessory
Attack
Fire
Magic
Check
Intelligence
Arcane
9
Powers
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
Item 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
Traits
Wand
Attack
Fire
Ranged
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Item B
Traits
Accessory
Magic
Check
Wisdom
5
Powers
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Item 3
Traits
Object
Alchemical
Mummy
Check
Intelligence
Craft
Arcane
9
Powers
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.
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
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 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 1
Traits
Human
Cleric
Check
Knowledge
Divine
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Khelru, discard the top card of the blessings deck.
Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location. You may then explore your location.
Ally 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.
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 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Blessing B
Traits
Divine
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: 6 Athnul/magi210
Top of Blessing Discard Pile: 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.
Blessings Remaining: 14
Blessings Deck
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Haz, Arue
Notes: Aghash
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.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Barrier B
Traits
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:1
Located here: Thargrap
Notes: Elemental Mastery, Blessing of Ra
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Item 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.
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.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Item 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.
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.
Tooth and Hookah
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Athnul
Notes:
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Selty
Notes:
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.
Armor 1
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Ally 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.
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.
Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Notes:
Barrier 4
Traits
Curse
Undead
Check
Wisdom
Divine
10
OR
Charisma
Diplomacy
8
Powers
Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 4
Traits
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.
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:2 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Armor 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.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, suffer a scourge.
Barrier B
Traits
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.
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.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8
Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Canny Jackal
At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:3 Al:3 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 2
Traits
Half-Elf
Shopkeeper
Check
Charisma
Diplomacy
6
Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.
Ally 4
Traits
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.
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.
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.
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.
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.
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.
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.
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.
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: CT
Notes:
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.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

Seltyiel - Gimry |

========================
Seltyiel starts his turn.
Hour: Blessing of the Elements
Location: Golden Lake
Location Power:At the end of your turn, you may recharge up to 1d4+1 cards.
Adventure Powers:
I'll flip a blessing - Elements
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.
Arcane 12: 1d8 + 7 + 2 + 1d4 + 2 ⇒ (6) + 7 + 2 + (3) + 2 = 20
Arcane - 1d8+7
Magus Expertise - 2
Shae's Gift - 1d4+2
Acquiring a spell lets me explore again
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.
Craft 8: 1d8 + 5 + 1d4 + 2 ⇒ (7) + 5 + (3) + 2 = 17
Craft - 1d8+5
Shae's Gift - 1d4+2
Location: 1d7 ⇒ 3 -> Golden Lake
NumCards: 1d4 + 1 ⇒ (4) + 1 = 5
Enchanter, Aghash(TRIGGER), Toxic Geyser, Safety Bubble(Banish), Ring of Energy Resistance(Banish)
Discard Bone Lamellar when I reset
Poisoning: 1d5 ⇒ 5 -> Aegis of Recovery
"
Hand: Demonbane Longsword +2, Death's Touch, Chain Lightning, Spite Cloud,
Displayed:
Deck: 19 Discard: 1 Buried: 0
Current Location: Golden Lake
Hero Points: 10
Used: 0 // Seltyiel has the following curses marked:Curse of Poisoning:While Marked:
While displayed, after you reset your hand, recharge a random card.
NOTES:
Other: Paizo Re-Roll Used for 3-6E? N
Middle of Deck (Unknown Order): Embiggen, Disintegrate, Wyrmsmite, Gorum's Iron, Meteor Swarm, Staff of Minor Healing, Blessing of the Oathkeeper, Sawtooth Saber, Blessing of Angradd, Arcana Theft, Spellsword +2, Staff of Heaven and Earth, Elemental Treaty, Ukwar Axe, Toff Ornelos
Recharged: Golembane Hammer +2, Ruan Mirukova, The Rakshasa, Aegis of Recovery,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Intelligence +3
- Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Arcane
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☑ If you succeed, you may reload the card instead of recharging it)
☑ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☑ When you acquire a weapon or spell on your turn you may explore again
☑ On your check to acquire a spell or a weapon, add 2
☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
End of Turn Summary
Acquired Cards 1 and 2 from Golden Lake
Aghash Examined, new Sandstorm in blessing deck
Examined Cards 3,4,5 of Golden Lake
Banish Cards 6 and 7 from Golden Lake

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Monster 2
Traits
Outsider
Psychopomp
Check
Combat
13
Powers
The Vanth is immune to the Poison trait.
Before you act, draw a random scourge from the box.
Monster 4
Traits
Girtablilu
Poison
Trigger
Check
Combat
17
Powers
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
Before you act, you are dealt 1d4 Poison damage.
Monster B
Traits
Gnoll
Trigger
Veteran
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 5
Traits
Elemental
Undead
Janni
Check
Combat
20
Powers
The Shaitan Ghul is immune to the Mental and Poison traits. If your check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.
Monster 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.
Barrier B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Barrier 3
Traits
Cache
Curse
Trigger
Check
Disable
10
OR
Dexterity
Craft
12
Powers
When you examine this card, discard a blessing.
If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 4
Traits
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 B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Weapon 4
Traits
Mace
Melee
Bludgeoning
Acid
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.
Weapon 3
Traits
Knife
Ranged
Piercing
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.
Weapon 3
Traits
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 5
Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
Weapon 5
Traits
Knife
Ranged
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.
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
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
Traits
Magic
Arcane
Divine
Attack
Cold
Undead
Check
Intelligene
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster’s power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 5
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
12
Powers
For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 3
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 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.
Item 1
Traits
Object
Magic
Mummy
Check
Wisdom
Survival
Divine
6
Powers
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it.
Item 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
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 B
Traits
Accessory
Magic
Check
Wisdom
5
Powers
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Item 5
Traits
Object
Magic
Mummy
Check
Intelligence
Wisdom
Survival
14
Powers
Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or gain a spell of choice from the box.
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 1
Traits
Halfling
Barbarian
Hireling
Check
Survival
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
Ally 5
Traits
Elemental
Check
Constitution
Fortitude
9
Powers
Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
Ally 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Ally B
Traits
Undead
Mummy
Check
Bury a card
Powers
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Blessing B
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 7 Seltyiel/Gimry
Top of Blessing Discard Pile: Blessing of the Elements
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 13
Blessings Deck
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 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
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Haz, Arue
Notes: Aghash
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.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Barrier B
Traits
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:1
Located here: Thargrap
Notes: Elemental Mastery, Blessing of Ra
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Item 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.
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.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Item 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.
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.
Tooth and Hookah
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Athnul
Notes:
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Selty
Notes:
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Ally 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.
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.
Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Notes:
Barrier 4
Traits
Curse
Undead
Check
Wisdom
Divine
10
OR
Charisma
Diplomacy
8
Powers
Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 4
Traits
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.
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:2 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Armor 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.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, suffer a scourge.
Barrier B
Traits
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.
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.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8
Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Canny Jackal
At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:3 Al:3 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 2
Traits
Half-Elf
Shopkeeper
Check
Charisma
Diplomacy
6
Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.
Ally 4
Traits
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.
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.
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.
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.
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.
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.
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.
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.
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: CT
Notes:
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.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

MorkXII - Thargrap 1020 |

Discard Gorums Iron for Athnul
Recharge Remove Curse for Selty.
Skills and Powers:Hand: Thundering Earthbreaker, Our Lord In Iron, The BeatingSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +3
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 5 ☐ 6
Proficiencies Arcane Weapons
On your ([X2] or a local) check against a monster ([X4] or barrier), you may bury a card from your discards or banish a buried card to add 1d6 ([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
Displayed: Blood God Nulgreth
Deck: 13 Discard: 3 Buried: 1
Hero Points: 2 Shirt Reroll Available (3-P): No
Notes: d8s vs local banes available:
Thundering Earthbreaker:Thundering Earthbreaker
Weapon 4Traits
Hammer
Melee
Bludgeoning
2-Handed
Respect
MagicChecks
Strength
Melee
15Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.After playing this weapon, you may not play an Offhand boon this encounter.
Our Lord In Iron:Our Lord In Iron
Blessing 3Traits
Deity: Gorum
DivineChecks
Divine
Melee
Ranged
8Powers
WHEN THIS IS THE HOUR: On your combat check, you may reveal any number of weapons; for each, add 1.On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.The Beating:The Beating
Blessing 1Traits
Suit: Hammers
Harrow
VeteranChecks
Strength
Melee
4+#Powers
WHEN THIS IS THE HOUR: When you encounter a monster from a location, before acting, another local character summons and encounters it.On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

wkover - Arueshalae |

Bury 2 cards (Axe, Starbow) instead of flipping a blessing.
Stay @ Smoking Den and explore revealed Blast Glyph. Asking CT for Ketephys.
Know 10 w/ blessing: 1d12 + 4 + 1d12 ⇒ (12) + 4 + (4) = 20 - barrier defeated
Recharge Falcon Pectoral to explore, encounter Sun Falcon.
Combat 11 w/ guardian bow: 2d8 + 9 ⇒ (5, 3) + 9 = 17 - Sun Falcon is defeated and shuffled into the hourglass
Now for EOT examine.
Which location examined?: 1d7 ⇒ 1 - Smoking Den
How many cards examined?: 1d4 + 1 ⇒ (3) + 1 = 4 - both of them
First examine Baited Jewel Box, which will shuffle in my Ring of Immolation after the examination. Then I examine the Aghash, which discards the top card of the hourglass and adds a Sandstorm.
Hand: Swallowtail Bracers, Old Deadeye, Runewell's Echo, Guardian Bow, The Paladin, Skoan-quah Boneslayer, The Dance, Arueshalae's Gift,
Displayed: Impervious Chain Shirt,
Deck: 10 Discard: 1 Buried: 2
Hero Points: 9
"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."
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
CT's Ketephys used. Sun Falcon is shuffled into hourglass, then top card of hourglass is discarded, then a Sandstorm is shuffled in. Shae's Ring of Immolation is shuffled into the Smoking Den. Cards left in Den: Card 3, Card 4, Ring of Immolation.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
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 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 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 5
Traits
Undead
Mummy
Check
Combat
21
Powers
The Giant Mummified Crocodile is immune to the Mental, and Poison traits.
If the check to defeat has the Cold or Electricity trait, add 1d8.
If undefeated, after you act, bury your discard pile and shuffle this card into a random open location.
Monster 6
Traits
Animal
Electricity
Check
Combat
22
Powers
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
Barrier 5
Traits
Curse
Undead
Poison
Trigger
Check
Intelligence
Wisdom
Survival
Charisma
Diplomacy
12
Powers
When you examine this card, encounter it.
Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.
Barrier 1
Traits
Trap
Cold
Arcane
Trigger
Veteran
Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8
Powers
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 6
Traits
Curse
Trap
Magic
Poison
Check
Intelligence
Perception
Constitution
Fortitude
14
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Barrier 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.
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 3
Traits
Knife
Ranged
Piercing
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.
Weapon 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
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Weapon 6
Traits
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.
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 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell B
Traits
Magic
Arcane
Acid
Attack
Check
Intelligence
Arcane
4
Powers
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
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 1
Traits
Magic
Divine
Undead
Check
Wisdom
Divine
4
Powers
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor 6
Traits
Light Armor
Check
Constitution
Fortitude
10
OR
Intelligence
Craft
11
Powers
Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.
Armor 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
12
OR
Intelligence
Arcane
Wisdom
Divine
14
Powers
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
12
OR
Intelligence
Arcane
Wisdom
Divine
14
Powers
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
9
OR
Intelligence
Craft
10
Powers
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
Item B
Traits
Accessory
Magic
Pharasma
Veteran
Check
Arcane
Divine
Knowledge
8
Powers
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
Item 1
Traits
Object
Magic
Mummy
Check
Wisdom
Survival
Divine
6
Powers
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it.
Item 6
Traits
Object
Magic
Ptah
Trigger
Check
Constitution
Fortitude
12
Powers
When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
Item 3
Traits
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 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.
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 B
Traits
Dwarf
Aristocrat
Hireling
Check
Charisma
Diplomacy
7
Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.
Ally 4
Traits
Undead
Banshee
Incorporeal
Check
Combat
15
Powers
Display this card next to your deck. While displayed, you may add or subtract 5 from the result of a check on which you played a card of your favored card type.
While displayed, when you display a scourge, bury this card.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 8 Arueshalae/wkover
Top of Blessing Discard Pile: Blessing of Maat
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Remaining: 14
Blessings Deck
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
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.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
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.
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2
Located here: Haz, Shae
Notes: Aghash, Baited Jewel Box, Arueshalae = Ring of Immolation
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Character B
Traits
Check
Powers
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.
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:1
Located here: Thargrap
Notes: Elemental Mastery, Blessing of Ra
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Item 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.
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.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Item 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.
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.
Tooth and Hookah
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Athnul
Notes:
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Selty
Notes:
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Ally 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.
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.
Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Notes:
Barrier 4
Traits
Curse
Undead
Check
Wisdom
Divine
10
OR
Charisma
Diplomacy
8
Powers
Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 4
Traits
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.
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:2 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Armor 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.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, suffer a scourge.
Barrier B
Traits
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.
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.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8
Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Canny Jackal
At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
M:0 Ba:1 W:1 Sp:1 Ar:1 I:3 Al:3 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 2
Traits
Half-Elf
Shopkeeper
Check
Charisma
Diplomacy
6
Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.
Ally 4
Traits
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.
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.
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.
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.
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.
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.
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.
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.
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: CT
Notes:
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.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

Alahazra - Katlyn99 |

Hourglass Discard: Blessing of Wadjet
Start of Turn:
Bury Crystal Ball and Phoenix Cloak instead of discarding from the hourglass
Reveal Tetsiurah and recharge Blessing of Osiris to reset my hand (curse of poisoning still in effect)
Hand: Tetisurah (loot), Blessing of the Seventh Veil, Foresight (trader), Blessing of Abadar, Blessing of Osiris, Embiggen, Divine Blaze,
Cast Foresight
Recharge blessing of osiris to examine smoking denSmoking Den Card 1: Aghash - ignore trigger
Smoking Den Card 2: Arueshalae
Smoking Den Card 3: Baited Jewel Box - ignore trigger
Reorder: Shaes card, Aghash, Baited Jewel Box
Explore: Ring of Immolation (Shaes)
cast embiggen, discard blessing of the seventh veil to bless twice
Intelligence 8: 3d12 ⇒ (2, 8, 12) = 22
Discard Blessing of Osiris to explore
Explore: Aghash
recharge ring of immolation to add a d8, use shaes gift for charisma
Divine 8+14: 2d12 + 7 + 1d8 + 2 ⇒ (5, 7) + 7 + (1) + 2 = 22
attempt to close
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
Ally 1 Spoiler: Apprentice
Diplomacy 8 is an auto acquire with shaes gift atm
Display the ally
Smoking Den is closed
Recharge Blessing of Abadar to examine Canny Jackal
Canny Jackal Card 1: Parade Armor
Canny Jackal Card 2: Aghash - ignore trigger
Canny Jackal Card 3: Basif Iosep
Canny Jackal Card 4: Scribe
Let someone reorder
At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.
RANDOM OPEN LOCATION: 6 = 6
examine: 1d4 + 1 ⇒ (1) + 1 = 2
Glass Pavilion Card 1: Skull Ripper
Glass Pavilion Card 2: Blessing of the Elements
Alahazra ends her turn.
Alahazra attempts to recover all cards in her Recovery pile.
Foresight (trader): Divine 16: 1d10 + 7 + 1d4 + 2 ⇒ (2) + 7 + (3) + 2 = 14 -> Foresight (trader) discarded.
Embiggen: Divine 10: 1d12 + 7 + 1d8 + 2 ⇒ (2) + 7 + (2) + 2 = 13 -> Embiggen recharged.
Alahazra resets her hand.
"
Hand: Tetisurah (loot), Mountaineer, Sand Elemental, Breath of Life, Detect Undead, Volcanic Storm, Blessing of the All-Seeing Eye,
Displayed:
Deck: 9 Discard: 5 Buried: 5
Current Location: Smoking Den
Hero Points: 4/4
Merchandise Reroll: Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it. Haz can recharge a card to add a d8 to trigger checks
Movement: Curse of Poisoning
Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.
Middle of Deck (Unknown Order): Blessing of Pharasma, Blessing of the Spellbound 1, Fire Snake, Blessing of the Lady of Graves, Druid of the Flame
Recharged: Divine Blaze, Blessing of Abadar, Embiggen,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Survival: Wisdom +2
Diplomacy: Charisma +2
Divine: Charisma +3
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Traits:
Human Oracle
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire (☐ or Poison) and Attack traits on any check, add 1d8.
You may recharge a blessing to examine the top 2 (☑ or 3) (☑ or 4) cards of any location (☐ or any) deck (☑ and put them back in any order). You may not use this power during an encounter.
You may discard a spell to banish a card that has the Curse trait next to the deck of a character at your location.
☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

MorkXII - Thargrap 1020 |

Off turn:
Banish Bound Imp to move to Canny Jackal.
Start of turn:
Bury two cards discard to not advance the hour: Scrying, Hellknight of the Nail.
Conflagration:
Bury The Beating to bless, reload Thundering Earthbreaker for +d12, bury Gorum's Iron for +d8
Fort 9+#=16: 1d8 + 2 + 1d8 + 1d12 + 1d8 ⇒ (8) + 2 + (7) + (2) + (7) = 26 Defeated, banished.
Explore: Thargrap
Gift on Charisma. Auto-acquired, Displayed.
Banish Hellknight of the Nail to draw: Thundering Earthbreaker.
Banish Gorum's Iron to draw: Dragonbane Greatsword
Discard Our Lord in Iron to explore: Scribe
Gift on Charisma.
Cha 9: 1d8 + 3 + 1d4 + 2 ⇒ (7) + 3 + (4) + 2 = 16 Auto-acquired, Displayed.
Banish Dragonbane Greatsword to draw: The Trumpet
Banish The Beating to draw: Enervation
Discard THe Trumpet to explore: Aghash
Reveal Thundering Earthbreaker. Cast Enervation to reduce DC by 2d4 ⇒ (4, 1) = 5. Bury The Trumpet for +d8. Banish The Trumpet for +d4+1
Combat 11+##-5=20: 1d10 + 6 + 1d12 + 2 + 1d8 + 1d4 + 1 ⇒ (1) + 6 + (12) + 2 + (6) + (3) + 1 = 31 Defeated, buried.
Closed automatically.
Random Ally: Meehr Zet Auto-Acquired, displayed
End of turn:
Location: 1d5 ⇒ 1, Cards: 1d4 + 1 ⇒ (2) + 1 = 3. Surgery:
Desert Trapper
Effigy of Maat Banished.
Blessing of Ra Banished.
Recover Eneveration Arcane 8: 1d8 + 5 ⇒ (3) + 5 = 8 recharged.
Draw up to 5.[/ooc]
Skills and Powers:Hand: Ashbringer, Thundering Earthbreaker, Giant Form, Asmodeus’s Tyranny, The AvalancheSkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +3
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 5 ☐ 6
Proficiencies Arcane Weapons
On your ([X2] or a local) check against a monster ([X4] or barrier), you may bury a card from your discards or banish a buried card to add 1d6 ([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
Displayed: Blood God Nulgreth
Deck: 7 Discard: 1 Buried: 2
Hero Points: 2 Shirt Reroll Available (3-P): No
Notes: d8s vs local banes available:
Thundering Earthbreaker:Thundering Earthbreaker
Weapon 4Traits
Hammer
Melee
Bludgeoning
2-Handed
Respect
MagicChecks
Strength
Melee
15Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.After playing this weapon, you may not play an Offhand boon this encounter.
Giant Form:Giant Form
Spell 4Traits
Magic
Arcane
DivineChecks
Intelligence
Wisdom
Arcane
Divine
13Powers
Display next to a local character.
While displayed:
• This character’s Strength and Constitution skills are 1d12+4.
• On this character’s Strength checks, add 1d4.
• At the end of the turn, banish.DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.Asmodeus’s Tyranny:Asmodeus’s Tyranny
Blessing 2Traits
Deity: Asmodeus
Divine
VeteranChecks
Charisma
Diplomacy
Divine
5+#Powers
WHEN THIS IS THE HOUR: When you fail a check, you may bury your hand and discards to reroll.On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.Blood God Nulgreth:Blood God Nulgreth
Cohort 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
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 B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 6
Traits
Animal
Electricity
Check
Combat
22
Powers
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
Monster 6
Traits
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 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.
Barrier C
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 5
Traits
Curse
Undead
Poison
Trigger
Check
Intelligence
Wisdom
Survival
Charisma
Diplomacy
12
Powers
When you examine this card, encounter it.
Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 5
Traits
Trap
Divine
Magic
Trigger
Check
Wisdom
Divine
11
OR
Intelligence
Perception
13
Powers
When you examine this card, discard any cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Fire damage, then shuffle a random barrier from the box into this location.
Weapon 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 C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Weapon 4
Traits
Mace
Melee
Bludgeoning
Acid
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.
Weapon 4
Traits
Scythe
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
Wisdom
Dexterity
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.
Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Spell 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
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
12
Powers
For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
10
Powers
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Wisdom
Divine
10
Powers
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
If proficient with light armors, you may recharge this card when you play a spell.
Armor 3
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
OR
Melee
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
4
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
9
OR
Intelligence
Craft
10
Powers
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Item C
Traits
Accessory
Tool
Check
Intelligence
Craft
Disable
6
Powers
Recharge this card to add 1d8 to your Craft or Disable check.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.
Item 2
Traits
Accessory
Magic
Mummy
Check
Wisdom
Divine
7
Powers
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
Item 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 5
Traits
Object
Magic
Check
Wisdom
Knowledge
Intelligence
Craft
9
Powers
Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may add a card from the Chest of Keeping to your hand.
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 B
Traits
Half-Orc
Ranger
Check
Charisma
Diplomacy
8
Powers
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.
Ally B
Traits
Dwarf
Aristocrat
Hireling
Check
Charisma
Diplomacy
7
Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.
Ally 3
Traits
Animal
Elemental
Acid
Poison
Check
Wisdom
Survival
10
Powers
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
Ally 2
Traits
Outsider
Psychopomp
Check
Charisma
Diplomacy
Divine
10
Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Blessing C
Traits
Divine
Bastet
Gambling
Check
Divine
6
OR
Stealth
Disable
Craft
8
Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
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: 10 Thargrap/MorkXII
Top of Blessing Discard Pile: Blessing of Maat
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Remaining: 14
Blessings Deck
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
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.
Smoking Den
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Haz, Shae
Notes:
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
Notes: Elemental Mastery, Blessing of Ra
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.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Item 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.
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.
Tooth and Hookah
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Athnul
Notes:
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Selty
Notes:
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Ally 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.
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.
Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Notes:
Barrier 4
Traits
Curse
Undead
Check
Wisdom
Divine
10
OR
Charisma
Diplomacy
8
Powers
Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 4
Traits
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.
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:2 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Armor 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.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, suffer a scourge.
Barrier B
Traits
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.
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.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8
Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Canny Jackal
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
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: CT
Notes:
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 B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

Channa Ti - WilderRedbeard |

Off turn: Discard BoPharasma for Athnul's check and BoKetephys for Shae's check.
Start of turn: The hour of Elements
Move to Dye Market.
Explore:
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.
Poison damage: 1d4 ⇒ 4 Recharge Divine Blaze to reduce to 0.
Reveal & discard Trident, Aspect adds a die, Shae's gift for Strength.
Combat 20: 3d4 + 2 + 2d8 + 1 ⇒ (4, 1, 3) + 2 + (2, 8) + 1 = 21 defeated
Reveal squid to heal a card (trident) then recharge.
End turn. Recharge Eruption to reduce Conflagration fire damage to 0. Reset hand.
Hand: Seaborne Trident +1, Mammoth Hide Armor, Cloud Puff, Shadowcat, Remove Curse (tr), Canopic Conversion (tr),
Displayed: Aspect of the Bull,
Deck: 10 Discard: 2 Buried: 2
Current Location: Dye Market
Unused Hero Points: 3
NOTES:
Available Support: Cloud Puff, Shadowcat 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 7P?: N
Middle of Deck (Unknown Order): Moose, Blessing of Nivi Rhombodazzle, Mask of the Forgotten Pharaoh (loot)
Recharged: Breath of Life, Balmberry Bush, Blessing of the Sages, Mastiff, Divine Blaze, Vampire Squid, Eruption,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☑ +1 ☑ +2
Craft: Intelligence +3
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors, Divine, □ Weapons
POWERS: Oasis Caller Role Card
You may discard (☑ or recharge) a card to add 1d8 to your check that invokes the Acid or Cold (☑ or Electricity or Poison) trait.
You may recharge a card that has the Liquid or Magic (☑ or Divine) trait to reduce Acid or Fire (☑ or Poison) damage dealt to you (☑ or a character at your location) to 0.
When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
□ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
□ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
☑ You may recharge a card to add your Survival skill to your Diplomacy check. If the card you recharge has the Liquid trait, add another 1d8.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Monster 5
Traits
Construct
Check
Combat
21
Powers
The Graven Guardian of Set is immune to the Mental and Poison traits.
If you would defeat the Graven Guardian of Set, reroll the dice; take the new result.
Monster B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Monster 4
Traits
Elemental
Outsider
Janni
Fire
Check
Combat
19
Powers
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
Monster 5
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
Monster 5
Traits
Elemental
Undead
Janni
Check
Combat
20
Powers
The Shaitan Ghul is immune to the Mental and Poison traits. If your check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.
Barrier 2
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 5
Traits
Cache
Lock
Curse
Trigger
Check
Dexterity
Disable
12
OR
Craft
14
Powers
When you examine this card, suffer a scourge.
If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, draw the scourge Curse of Blindness from the box.
Barrier 6
Traits
Lock
Trap
Fire
Check
Dexterity
Disable
Stealth
17
Powers
If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.
Barrier 4
Traits
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 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.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Weapon 6
Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic
Check
Dexterity
Ranged
12
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at any location.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
Weapon 3
Traits
Sword
Melee
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
Traits
Knife
Ranged
Piercing
Magic
Pharasma
Check
Dexterity
Ranged
Wisdom
Divine
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Spell B
Traits
Magic
Arcane
Acid
Attack
Check
Intelligence
Arcane
4
Powers
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Armor 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 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 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
12
OR
Intelligence
Arcane
Wisdom
Divine
14
Powers
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
Armor 2
Traits
Clothing
Light Armor
Alchemical
Check
Constitution
Fortitude
Intelligence
Craft
7
Powers
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
Armor 3
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
OR
Melee
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.
Item B
Traits
Staff
Attack
Magic
Cold
Check
Arcane
Divine
6
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Item 5
Traits
Object
Magic
Mummy
Check
Intelligence
Wisdom
Survival
14
Powers
Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or gain a spell of choice from the box.
Item B
Traits
Object
Magic
Ra
Trigger
Check
Strength
Knowledge
Divine
5
Powers
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Item 1
Traits
Object
Magic
Gambling
Check
Wisdom
6
Powers
Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.
Item 6
Traits
Object
Magic
Undead
Mummy
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to a check against a monster that has the Undead trait.
Ally B
Traits
Human
Bard
Aspis
Check
Charisma
Diplomacy
8
Powers
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
Ally 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
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 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 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.
Blessing C
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 11 CT
Top of Blessing Discard Pile: Blessing of Abadar
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 13
Blessings Deck
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
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 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.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Smoking Den
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Haz, Shae
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
Notes: Elemental Mastery, Blessing of Ra
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.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Item 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.
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.
Tooth and Hookah
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Athnul
Notes:
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Selty
Notes:
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Ally 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.
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.
Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Notes:
Barrier 4
Traits
Curse
Undead
Check
Wisdom
Divine
10
OR
Charisma
Diplomacy
8
Powers
Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 4
Traits
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.
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, suffer a scourge.
Barrier B
Traits
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.
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.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8
Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Canny Jackal
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
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: CT
Notes:
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 B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

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Turn 12: Bury Pious Healer and top card of deck (Blessing of Norborger)
Move: Vizier's Hill
Free Explore: Eternal Captives (Divine 10)
Use Shae's gift
Divine 10: 1d10 + 7 + 1d4 + 2 ⇒ (6) + 7 + (4) + 2 = 19 -> Defeated.
Discard Riding Allosaurus to explore again.
Explore 2: Aghash (Combat 25)
Allosaurus adds 1d6
Reveal Amulet to add 2d6
Recharge Ring of Energy resisatnce to use wisdom
Bury Blessing of Lamashtu to add 2 dice.
Add mental and 1d8
Combat 25: 1d6 + 3 + 2d6 + 1d6 + 2d6 + 1d10 + 4 + 1d8 ⇒ (4) + 3 + (1, 2) + (5) + (5, 4) + (9) + 4 + (8) = 45 -> Defeated
Close location: Recharge blood periapt to reduce poison damage.
Auto succeed on perception check.
End turn.
Random location: 1d4 ⇒ 3 -> Dye Market. Examine: 1d4 + 1 ⇒ (1) + 1 = 2 -> Hanshepshu and Ahgash. Top card is discarded (sandstorm) and sandstorm shuffled in.
Reset hand.
"
Hand: Blessing of Milani, Blessing of Abadar, Clockwork Librarian, Amulet of Furious Fists, Evangelist, Steal Soul,
Displayed:Deck: 6 Discard: 1 Buried: 8
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [LOCATION] if my location closes.
Other: Reroll used for 3-6E: Y
Middle of Deck (Unknown Order): Find Traps, Blessing of Gorum, Headband of Inspired Wisdom
Recharged: Desnas Freedom, Ring of Energy Resistance, Blood Periapt,
Discard Pile:
Buried Pile:
Strength d6 ☑ +1 ☐ +2 ☐ +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☑ +1 ☑ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2
Melee: Str +2
Perception: Wisdom +2
Fortitude: Con +2
Divine: Wisdom +3
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
X
POWERS:
For your Melee combat check, you may recharge a card to add your Wisdom skill (☐ plus the card's adventure deck number) and the Piercing trait (☐ and you may add the Magic trait); you may not play a weapon on this check. ( [x] You may also add another 1d8 and the Mental trait.)
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
[x] You gain the skill Divine: Wisdom +1 ([x] +3).
☐ You may recharge a card to add 1d4 (☐ 2d4) (☐ 3d4) and the Piercing trait to a combat check by a character at your location.
[x] When you attempt a check to defeat a barrier, you may use your Fortitude skill instead of any listed skill.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
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 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 4
Traits
Undead
Swarm
Check
Combat
17
Powers
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Monster 5
Traits
Elemental
Undead
Janni
Check
Combat
20
Powers
The Shaitan Ghul is immune to the Mental and Poison traits. If your check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.
Monster 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.
Barrier 6
Traits
Curse
Trap
Magic
Poison
Check
Intelligence
Perception
Constitution
Fortitude
14
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 2
Traits
Curse
Magic
Trigger
Check
Wisdom
Survival
Divine
10
Powers
When you examine this card, banish it.
If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.
Barrier 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 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.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
Traits
Knife
Ranged
Piercing
Magic
Pharasma
Check
Dexterity
Ranged
Wisdom
Divine
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.
Weapon 6
Traits
Sword
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
Spell 4
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
12
Powers
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Spell 1
Traits
Magic
Divine
Undead
Check
Wisdom
Divine
4
Powers
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Divine
Acid
Check
Wisdom
Divine
11
Powers
Display this card. While displayed, you may be dealt 1 Combat damage to add 1d8 and the Acid trait to a combat check by a character at your location. You may play another spell on your check.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Armor 6
Traits
Light Armor
Magic
Pharasma
Check
Constitution
Fortitude
Wisdom
Divine
13
Powers
Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
Reveal this card to reduce all damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to examine the top card of your deck.
Armor 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 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
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Traits
Light Armor
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.
Item C
Traits
Accessory
Tool
Check
Intelligence
Craft
Disable
6
Powers
Recharge this card to add 1d8 to your Craft or Disable check.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 6
Traits
Object
Magic
Ptah
Trigger
Check
Constitution
Fortitude
12
Powers
When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
Item 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 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.
Ally 6
Traits
Undead
Ghost
Incorporeal
Alchemist
Check
Charisma
Diplomacy
15
Powers
Display this card. While displayed, you may add 1d6 to Craft, Disable, and Perception checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Ally B
Traits
Elemental
Electricity
Veteran
Check
Charisma
Survival
Arcane
9
Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Ally B
Traits
Halfling
Rogue
Check
Charisma
Diplomacy
8
Powers
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
Ally B
Traits
Human
Aspis
Sage
Check
Charisma
Diplomacy
9
Powers
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Ally 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.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Osiris
Healing
Check
Divine
8
Powers
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessing 5
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 12 Athnul
Top of Blessing Discard Pile: Blessing of Abadar
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 13
Blessings Deck
Monster 1
Traits
Animal
Fire
Check
Combat
11
Powers
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Blessing 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.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
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.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Smoking Den
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
Notes: Elemental Mastery, Blessing of Ra
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.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Item 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.
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.
Tooth and Hookah
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:
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Athnul
Notes:
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Ally 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.
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.
Vizier's Hill
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,
Notes:
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1
Located here: Shae, CT
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, suffer a scourge.
Barrier B
Traits
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.
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.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8
Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Canny Jackal
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Selty, Haz,
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Notes:
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 B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

Seltyiel - Gimry |

========================
Seltyiel starts his turn.
Hour: Blessing of Abadar
Location: Canny Jackal
Location Power:When you fail a check to acquire a boon, you may bury a card to acquire it.
Adventure Powers:
Bury 2 cards to prevent Hour draw
Move to Glass Pavilion
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.
Combat 14: 1d8 + 7 + 1d8 + 2 + 1d8 + 4 ⇒ (3) + 7 + (2) + 2 + (6) + 4 = 24
Combat(Arcane) - 1d8+7
Demonbane Longsword +2 - 1d8+2
Swordblade - 1d8+4
EoT Examine: 1d4 ⇒ 2 -> Golden Lake
Num Cards: 1d4 + 1 ⇒ (1) + 1 = 2
Bah! Aghash again!.
Discard Sun Falcon, and shuffle Sandstorm into Hour Glass
Grab Random Blessing 1 - BoAncients
"
Hand: Demonbane Longsword +2, Death's Touch, Chain Lightning, Spite Cloud, Blessing of the Ancients,
Displayed:
Deck: 18 Discard: 0 Buried: 2
Current Location: Canny Jackal
Hero Points: 10
Used: 0
NOTES:
Other: Paizo Re-Roll Used for 3-6E? N
Middle of Deck (Unknown Order): Elemental Treaty, Disintegrate, Embiggen, Staff of Minor Healing, Sawtooth Saber, Staff of Heaven and Earth, Spellsword +2, Ukwar Axe, Arcana Theft, Gorum's Iron, Toff Ornelos, Meteor Swarm, Wyrmsmite, Blessing of the Oathkeeper
Recharged: Golembane Hammer +2, Ruan Mirukova, The Rakshasa, Aegis of Recovery,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Intelligence +3
- Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Arcane
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☑ If you succeed, you may reload the card instead of recharging it)
☑ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☑ When you acquire a weapon or spell on your turn you may explore again
☑ On your check to acquire a spell or a weapon, add 2
☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
End of Turn Summary
Banished top card of Glass Pavilion
Discard top of Blessing deck/shuffle Sandstorm in
Use Random Blessing 1

Seltyiel - Gimry |

========================
Seltyiel starts his turn.
Hour: Blessing of Abadar
Location: Canny Jackal
Location Power:When you fail a check to acquire a boon, you may bury a card to acquire it.
Adventure Powers:
Bury 2 cards to prevent Hour draw
Move to Glass Pavilion
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.
Combat 14: 1d8 + 7 + 1d8 + 2 + 1d8 + 4 ⇒ (8) + 7 + (5) + 2 + (2) + 4 = 28
Combat(Arcane) - 1d8+7
Demonbane Longsword +2 - 1d8+2
Swordblade - 1d8+4
EoT Examine: 1d4 ⇒ 4 -> Golden Lake
Num Cards: 1d4 + 1 ⇒ (3) + 1 = 4
Bah! Aghash again!.
Discard Sun Falcon, and shuffle Sandstorm into Hour Glass
Grab Random Blessing 1 - BoAncients
"
Hand: Demonbane Longsword +2, Death's Touch, Chain Lightning, Spite Cloud, Blessing of the Ancients,
Displayed:
Deck: 18 Discard: 0 Buried: 2
Current Location: Canny Jackal
Hero Points: 10
Used: 0
NOTES:
Other: Paizo Re-Roll Used for 3-6E? N
Middle of Deck (Unknown Order): Elemental Treaty, Disintegrate, Embiggen, Staff of Minor Healing, Sawtooth Saber, Staff of Heaven and Earth, Spellsword +2, Ukwar Axe, Arcana Theft, Gorum's Iron, Toff Ornelos, Meteor Swarm, Wyrmsmite, Blessing of the Oathkeeper
Recharged: Golembane Hammer +2, Ruan Mirukova, The Rakshasa, Aegis of Recovery,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Intelligence +3
- Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Arcane
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☑ If you succeed, you may reload the card instead of recharging it)
☑ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☑ When you acquire a weapon or spell on your turn you may explore again
☑ On your check to acquire a spell or a weapon, add 2
☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
End of Turn Summary
Banished top card of Glass Pavilion
Discard top of Blessing deck/shuffle Sandstorm in
Use Random Blessing 1

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
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 B
Traits
Elemental
Outsider
Janni
Veteran
Trigger
Check
Combat
8
Powers
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.
Monster 3
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 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 4
Traits
Girtablilu
Poison
Trigger
Check
Combat
17
Powers
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
Before you act, you are dealt 1d4 Poison damage.
Barrier B
Traits
Curse
Arcane
Trigger
Veteran
Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Barrier B
Traits
Cache
Lock
Poison
Trigger
Veteran
Check
Disable
6
OR
Craft
8
Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Barrier 6
Traits
Lock
Trap
Fire
Check
Dexterity
Disable
Stealth
17
Powers
If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.
Barrier 4
Traits
Obstacle
Sphinx
Trigger
Check
Dexterity
Stealth
Perception
Wisdom
12
Powers
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Barrier 3
Traits
Obstacle
Magic
Acid
Check
Wisdom
Perception
10
Powers
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Weapon 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 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 4
Traits
Knife
Ranged
Piercing
Magic
Pharasma
Check
Dexterity
Ranged
Wisdom
Divine
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.
Spell 5
Traits
Magic
Arcane
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 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 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armor 5
Traits
Light Armor
Alchemical
Check
Constitution
Fortitude
Charisma
Diplomacy
12
Powers
Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Shield Offhand
Check
Constitution
Fortitude
Craft
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.
Armor 5
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.
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.
Item 3
Traits
Staff
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
Item 5
Traits
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 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 6
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Suvival
13
Powers
Recharge this card to evade a bane, then move all characters at this location to another location.
Display this card. While displayed, reduce Fire or Electricity damage dealt to all characters at your location by 2.
Ally 5
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
13
Powers
Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
While displayed, when you display a scourge, bury this card.
Ally 1
Traits
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 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 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 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 13 Selty
Top of Blessing Discard Pile: Blessing of the Elements
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 13
Blessings Deck
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 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.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
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.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
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.
Smoking Den
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
Notes: Elemental Mastery, Blessing of Ra
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.
Ally 1
Traits
Human
Evoker
AND
Animal
Check
Charisma
Diplomacy
Arcane
Divine
7
Powers
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Item 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.
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.
Tooth and Hookah
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:
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Athnul
Notes:
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Ally 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.
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.
Vizier's Hill
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,
Notes:
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1
Located here: Shae, CT
Notes: Conflagration displayed
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.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 3
Traits
Undead
Check
Combat
15
Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, suffer a scourge.
Barrier B
Traits
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.
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.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8
Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Canny Jackal
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Haz,
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Selty,
Notes:
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

wkover - Arueshalae |

Not burying cards. Hour: Isis.
SOT: Attempt to defeat Conflagration at Dye Market.
Disable 16 (9+7) w/ Paladin, bracers: 1d8 + 6 + 1d8 + 1d12 + 6 + 1 ⇒ (3) + 6 + (6) + (10) + 6 + 1 = 32 - barrier defeated
Explore Market, encounter Hanshepsu. Asking CT to play Cloud Puff to avoid BYA. Asking Selty for B of Ancients.
Combat 20 w/ bow: 3d8 + 9 ⇒ (8, 5, 1) + 9 = 23 - Hanshepsu defeated
Discard Old Deadeye to explore, encounter Aghash. Asking CT to recharge Shadowcat for combat.
Combat 25 (11+14) w/ bow, shadowcat: 2d8 + 9 + 1d10 + 5 ⇒ (8, 3) + 9 + (6) + 5 = 31 - Aghash defeated
To close, recharge bracers, Boneslayer, Runewell's Echo.
Discard top card of deck (Sling) to save a banished ally from location close. CT can do the same, if desired.
EOT examination - which location?: 1d3 ⇒ 1 - Surgery
How many cards examined?: 1d4 + 1 ⇒ (2) + 1 = 3 - Desert Trapper, Azaz Arafe (banished), Aghash (trigger)
Haz's hour is discarded (B of Maat) and Sandstorm is shuffled in, if available.
Hand: Lady Despair, Lolly Popkin (Priest), The Vision, Guardian Bow, White War Paint, Billy Bumbershoot (Marine), The Dance, Arueshalae's Gift,
Displayed: Impervious Chain Shirt,
Deck: 7 Discard: 4 Buried: 2
Hero Points: 9
"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."
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
Dye Market is closed. Support used: CT's Cloud Puff & Shadowcat, Selty's B of Ancients. Haz's hour is discarded (B of Maat) and Sandstorm is shuffled in, if available. Surgery card 2 is banished; top cards are 1 and 3.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Monster 4
Traits
Undead
Swarm
Check
Combat
17
Powers
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Monster 4
Traits
Construct
Golem
Mummy
Check
Combat
18
Powers
The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
If the check to defeat the Mummy Golem has the Fire trait, add 1d8.
Monster 3
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 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.
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 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 1
Traits
Trap
Cold
Arcane
Trigger
Veteran
Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8
Powers
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Barrier 6
Traits
Curse
Trap
Magic
Poison
Check
Intelligence
Perception
Constitution
Fortitude
14
Powers
If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.
Barrier 3
Traits
Trap
Magic
Trigger
Curse
Check
None
Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Weapon 6
Traits
Knife
Ranged
Slashing
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.
Weapon 4
Traits
Whip
Melee
Piercing
Poison
Finesse
Magic
Check
Strength
Melee
11
Powers
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
Traits
Knife
Ranged
Piercing
Magic
Pharasma
Check
Dexterity
Ranged
Wisdom
Divine
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
9
Powers
Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Divine
Acid
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Spell 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 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
10
Powers
For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Charisma
11
Powers
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Armor 5
Traits
Shield
Finesse
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
During your turn, if proficient with light armors, you may recharge this card.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 6
Traits
Light Armor
Magic
Pharasma
Check
Constitution
Fortitude
Wisdom
Divine
13
Powers
Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
Reveal this card to reduce all damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to examine the top card of your deck.
Item 2
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Survival
9
Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
Item B
Traits
Accessory
Magic
Pharasma
Veteran
Check
Arcane
Divine
Knowledge
8
Powers
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
Item 6
Traits
Object
Magic
Ptah
Trigger
Check
Constitution
Fortitude
12
Powers
When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
Item 1
Traits
Object
Magic
Gambling
Check
Wisdom
6
Powers
Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.
Item 3
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.
Ally C
Traits
Animal
Elemental
Check
Wisdom
Survival
6
Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Ally 5
Traits
Elemental
Check
Constitution
Fortitude
9
Powers
Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.
Ally B
Traits
Undead
Mummy
Check
Bury a card
Powers
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
Discard this card to explore your location.
Ally 4
Traits
Aberration
Naga
Check
Charisma
Diplomacy
11
OR
Combat
15
Powers
Bury this card to recharge any items in your discard pile.
Discard this card to explore your location.
Ally B
Traits
Half-Orc
Ranger
Check
Charisma
Diplomacy
8
Powers
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.
Blessing 4
Traits
Divine
Osiris
Healing
Check
Divine
8
Powers
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 3
Traits
Divine
Isis
Acid
Check
Divine
7
OR
Intelligence
Craft
11
Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 14 Shae
Top of Blessing Discard Pile: Blessing of Maat
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Remaining: 11
Blessings Deck
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
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.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
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.
Smoking Den
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Notes: Elemental Mastery, Blessing of Ra
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Item 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.
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.
Tooth and Hookah
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:
Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Athnul
Notes:
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Henchman Monster B
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Ally 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.
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.
Vizier's Hill
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,
Notes:
Dye Market
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:0
Closed
Located here: Shae, CT
Notes:
Canny Jackal
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Haz,
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:3 Bl:0 ?:1
Located here: Selty,
Notes: villain
Ally C
Traits
Human
Cleric
Check
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
Ally B
Traits
Human
Rogue
Aspis
Trigger
Check
Wisdom
Charisma
Diplomacy
9
Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
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.
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.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

Alahazra - Katlyn99 |

OFF-TURN ACTIONS:
On Shaes turn:
Cast Breath of Life on myself
Heal: 1d4 + 1 ⇒ (3) + 1 = 4
Alahazra is healed for 4: (Blessing of Osiris, Falto, Ring of Immolation (Shaes), Blessing of the Seventh Veil). Deck shuffled.
Use Shaes Gift for Charisma
Alahazra attempts to recover all cards in her Recovery pile.
Breath of Life: Divine 15: 1d10 + 7 + 1d4 + 2 ⇒ (8) + 7 + (4) + 2 = 21 -> Breath of Life recharged.
Hourglass Discard: Blessing of Maat
Start of Turn:
Bury Sand Elemental and Detect Undead instead of discarding from the hourglass
Reveal Tetsiurah and recharge Blessing of the all-seeing eye to reset my hand (curse of poisoning still in effect)
Hand: Tetisurah (loot), Mountaineer, Blessing of the Seventh Veil, Blessing of the Lady of Graves, Blessing of Osiris, Volcanic Storm, Breath of Life,
Move to Glass Pavilion
Explore: AuntyDiplomacy 8: 1d10 + 6 ⇒ (9) + 6 = 15
Display Aunty
Discard Blessing of Osiris to explore
Explore: Kafar
Diplomacy 9: 1d10 + 6 ⇒ (6) + 6 = 12
Recharge Blessing of the Lady of Graves to examine Glass Pavilion
Glass Pavilion Card 3: Caravan Raider
Glass Pavilion Card 4: Rolling Sphere
Glass Pavilion Card 5: Cleric of Nethys
Glass Pavilion Card 6: Evocation Staff
Reorder: Cleric of Nethys then the other 3...
Discard Kafar to explore. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Explore: Cleric of Nethys
Divine 9: 1d10 + 7 + 1d4 ⇒ (9) + 7 + (2) = 18
Recharge blessing of the seventh veil to examine Glass Pavilion
Glass Pavilion Card 3: Caravan Raider
Glass Pavilion Card 4: Rolling Sphere
Glass Pavilion Card 6: Evocation Staff
Glass Pavilion Card 7: Ulunat - Villain!
Let Thargrap reorder
At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.
RANDOM OPEN LOCATION: 3 = 3
# of cards: 1d4 + 1 ⇒ (3) + 1 = 4
Glass Pavilion - Evocation Staff banished.
"
Hand: Mountaineer, Blessing of the Spellbound 1, Fire Snake, Blessing of Abadar, Embiggen, Volcanic Storm, Breath of Life,
Displayed:
Deck: 9 Discard: 3 Buried: 7
Current Location: Glass Pavilion
Hero Points: 4/4
Merchandise Reroll: Used
NOTES:
Available Support: Blessing may be used to either bless or to examine 4 cards at any location and put them back in any order. If you run into a trigger while examining with Alahazra on your turn, pease bot it. Haz can recharge a card to add a d8 to trigger checks
Movement: Curse of Poisoning
Other: Druid of the Flame can be discarded to ignore a banes immunity to fire. Tablet of languages lost can add or subtract 2 from my charisma (including my divine) and diplomacy checks. Haz does an additional d8 damage when using spells with both the fire and attack traits.
Middle of Deck (Unknown Order): Divine Blaze, Falto, Ring of Immolation (Shaes), Tetisurah (loot), Blessing of Pharasma, Blessing of the All-Seeing Eye, Druid of the Flame
Recharged: Blessing of the Lady of Graves, Blessing of the Seventh Veil,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☑ +2 ☑ +3
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Survival: Wisdom +2
Diplomacy: Charisma +2
Divine: Charisma +3
Favored Card: Spell
Hand Size: 6 ☑ 7 ☑ 8
Traits:
Human Oracle
Proficiencies:
Divine
POWERS:
When you play a card that has the Fire (☐ or Poison) and Attack traits on any check, add 1d8.
You may recharge a blessing to examine the top 2 (☑ or 3) (☑ or 4) cards of any location (☐ or any) deck (☑ and put them back in any order). You may not use this power during an encounter.
You may discard a spell to banish a card that has the Curse trait next to the deck of a character at your location.
☑ You may recharge a card to add 1d8 to your check (☐ or a check by a character at your location) against a bane that has the Trigger (☐ or Undead) trait.
☐ When you defeat a bane that has the Trigger trait, you may draw a card (☐ or recharge a random card from your discard pile).

MorkXII - Thargrap 1020 |

Advance the Hourglass: Thoth
Move to Golden Lake
Explore: Enchanter
Reload Nulgreth to skip BA
Reveal Thundering Earthbreaker, cast Giant Form, Gift on Str
Combat 11+##=25: 1d12 + 6 + 1d12 + 2 + 1d4 + 2 + 1d4 ⇒ (8) + 6 + (8) + 2 + (1) + 2 + (4) = 31 Defeated, buried
Reload Thundering Earthbreaker to skip AA.
Heal: Our Lord in Iron
Discard The Avalanche to explore: Aghash
Reveal Ashbreaker Giant Form, Gift on Str
Combat 11+##=25: 1d12 + 6 + 1d10 + 3 + 1d8 + 1d4 + 2 + 1d4 ⇒ (9) + 6 + (2) + 3 + (2) + (1) + 2 + (2) = 27 +5 from Ashbringer. Discard from deck: Djinn Defeated, buried
Heal: Djinn
Close: Graven Guardian of Nethys
Reveal Ashbreaker, Giant Form, Gift on Str, banish Aghash for +d8
Combat 12+##=26: 1d12 + 6 + 1d10 + 3 + 1d8 + 1d4 + 2 + 1d4 ⇒ (11) + 6 + (5) + 3 + (1) + (2) + 2 + (4) = 34 +5 from Ashbringer. Discard from deck: Thundering Earthbreaker Defeated, closed
Heal: The Avalanche
Banish Aghash to move to Surgery.
Examine Location: 1d2 ⇒ 1: Surgery
Cards: 1d4 + 1 ⇒ (3) + 1 = 4:
Desert Trapper
Aghash Trigger discards a sandstorm from the hourglass. Deal with it in a seperate post.
Living Sandstorms Trigger, Thargrap takes 1d4 ⇒ 1 Combat damage: Asmodeus’s Tyranny
Elemental Mastery Banished.
Discard Giant Form.
Draw up to 5.
Skills and Powers:Hand: Ashbringer, Djinn, Our Lord In Iron, The Avalanche, The Big SkySkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +3
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 5 ☐ 6
Proficiencies Arcane Weapons
On your ([X2] or a local) check against a monster ([X4] or barrier), you may bury a card from your discards or banish a buried card to add 1d6 ([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
Displayed: 0
Deck: 6 Discard: 3 Buried: 2
Hero Points: 2 Shirt Reroll Available (3-P): No
Notes: d8s vs local banes available:
Our Lord In Iron:Our Lord In Iron
Blessing 3Traits
Deity: Gorum
DivineChecks
Divine
Melee
Ranged
8Powers
WHEN THIS IS THE HOUR: On your combat check, you may reveal any number of weapons; for each, add 1.On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.The Big Sky:The Big Sky
Blessing 1Traits
Suit: Hammers
Harrow
VeteranChecks
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.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Monster 6
Traits
Undead
Check
Combat
16
OR
Stealth
12
Powers
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
Monster 3
Traits
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 1
Traits
Undead
Mummy
Swarm
Trigger
Check
Combat
8
THEN
Combat
8
Powers
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Monster 4
Traits
Undead
Swarm
Check
Combat
17
Powers
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Monster 3
Traits
Animal
Acid
Check
Combat
13
THEN
Combat
13
Powers
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Barrier 3
Traits
Cache
Curse
Trigger
Check
Disable
10
OR
Dexterity
Craft
12
Powers
When you examine this card, discard a blessing.
If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.
Barrier 4
Traits
Curse
Undead
Check
Wisdom
Divine
10
OR
Charisma
Diplomacy
8
Powers
Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.
Barrier 4
Traits
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 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 B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Weapon 4
Traits
Knife
Ranged
Piercing
Magic
Pharasma
Check
Dexterity
Ranged
Wisdom
Divine
11
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Weapon 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 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Weapon 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.
Spell 6
Traits
Magic
Arcane
Divine
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 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card to allow a character at your location to search their deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Acid
Attack
Check
Intelligence
Arcane
4
Powers
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Poison
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Armor 5
Traits
Shield
Finesse
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
During your turn, if proficient with light armors, you may recharge this card.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
9
OR
Intelligence
Craft
10
Powers
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
12
OR
Intelligence
Arcane
Wisdom
Divine
14
Powers
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Item 3
Traits
Object
Magic
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 3
Traits
Accessory
Alchemical
Acid
Check
Dexterity
Intelligence
Craft
8
Powers
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
Item 6
Traits
Object
Magic
Check
Intelligence
Craft
Charisma
Suvival
13
Powers
Recharge this card to evade a bane, then move all characters at this location to another location.
Display this card. While displayed, reduce Fire or Electricity damage dealt to all characters at your location by 2.
Item 5
Traits
Liquid
Attack
Electricity
Ranged
Alchemical
Check
Intelligence
Craft
11
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Ally B
Traits
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 C
Traits
Half-Orc
Fighter
Check
Charisma
Diplomacy
7
Powers
Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
At the end of your turn, recharge this card to move to another location.
Discard this card to explore your location.
Ally 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
Traits
Elemental
Fire
Check
See Below
Powers
To acquire this card, be dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
Ally 4
Traits
Undead
Banshee
Incorporeal
Check
Combat
15
Powers
Display this card next to your deck. While displayed, you may add or subtract 5 from the result of a check on which you played a card of your favored card type.
While displayed, when you display a scourge, bury this card.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 1
Traits
Divine
Thoth
Cold
Check
Divine
6
OR
Wisdom
Knowledge
10
Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Ptah
Check
Divine
11
Powers
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Turn: 15 Thargrap/MorkXII
Top of Blessing Discard Pile: 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 Remaining: 10
Blessings Deck
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Smoking Den
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Haz,
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Thargrap, Shae,
Notes: Elemental Mastery, Blessing of Ra
Monster B
Traits
Human
Veteran
Check
Combat
7
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Tooth and Hookah
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:
Golden Lake
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:
Vizier's Hill
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:
Dye Market
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:0
Closed
Located here: Selty, Athnul, CT
Notes:
Canny Jackal
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
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Notes: villain
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

Channa Ti - WilderRedbeard |

Off turn: Send Cloud Puff to recovery and recharge Shadowcat for Shae's checks. Discard Mammoth Hide Armor to save banished Ally. Auto-recharge Cloud Puff with Survival.
The hour of Sandstorm
Thargrap: 1d8 ⇒ 1 Smoking Den - Empty
CT: 1d8 ⇒ 6 Dye Market - Empty
Athnul: 1d8 ⇒ 1 Smoking Den - Empty
Selty: 1d8 ⇒ 5 Vizier's Hill - Empty
Shae: 1d8 ⇒ 8 Glass Pavilion - Examine: Caravan Raider
Haz: 1d8 ⇒ 3 Tooth & Hookah - Empty
Move to Surgery.
Explore:
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.
Combat 7+#=14: 2d10 + 5 + 5d6 ⇒ (10, 7) + 5 + (4, 5, 4, 2, 4) = 41 defeated
Display Canopic Conversion and Desert Trapper
Recharge Remove Curse to remove Haz's scourge.
Reset hand.
Hand: Seaborne Trident +1, Breath of Life, Balmberry Bush, Moose, Blessing of Nivi Rhombodazzle, Mask of the Forgotten Pharaoh (loot),
Displayed: Aspect of the Bull, Canopic Conversion (tr),
Deck: 8 Discard: 3 Buried: 2
Current Location: Surgery
Unused Hero Points: 3
NOTES:
Available Support: Breath of Life, Balmberry Bush and 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 7P?: N
Middle of Deck (Unknown Order): 0
Recharged: Blessing of the Sages, Mastiff, Divine Blaze, Vampire Squid, Eruption, Shadowcat, Cloud Puff, Remove Curse (tr),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☑ +1 ☑ +2
Craft: Intelligence +3
Wisdom d10 ☑ +1 ☑ +2 ☑ +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 ☐ +1 ☐ +2
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors, Divine, □ Weapons
POWERS: Oasis Caller Role Card
You may discard (☑ or recharge) a card to add 1d8 to your check that invokes the Acid or Cold (☑ or Electricity or Poison) trait.
You may recharge a card that has the Liquid or Magic (☑ or Divine) trait to reduce Acid or Fire (☑ or Poison) damage dealt to you (☑ or a character at your location) to 0.
When you would discard an ally that has the Animal or Elemental trait for its power, you may recharge it instead.
□ At the end of your turn, another (□ or any) character at your location may recharge a random card from his discard pile.
□ You may discard a card that has the Liquid trait to banish a card that has the Curse trait displayed next to the deck of a character at your (□ or any) location.
☑ You may recharge a card to add your Survival skill to your Diplomacy check. If the card you recharge has the Liquid trait, add another 1d8.

Channa Ti - WilderRedbeard |

Forgot end of turn examine.
Random open location: 1d2 ⇒ 2 Glass Pavillion
Examine this many cards: 1d4 + 1 ⇒ (3) + 1 = 4
Caravan Raider, Rolling Sphere & Ulunat.

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
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
Traits
Elemental
Undead
Trigger
Check
Combat
19
Powers
When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.
Monster B
Traits
Gnoll
Trigger
Veteran
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 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 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.
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 5
Traits
Curse
Undead
Poison
Trigger
Check
Intelligence
Wisdom
Survival
Charisma
Diplomacy
12
Powers
When you examine this card, encounter it.
Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.
Barrier 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 C
Traits
Obstacle
Weather
Electricity
Check
None
Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran
Check
Dexterity
Acrobatics
Wisdom
Survival
5
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Weapon 1
Traits
Axe
Ranged
Slashing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Traits
Knife
Ranged
Piercing
Cold
Magic
Check
Dexterity
Ranged
12
OR
Arcane
Divine
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.
Weapon 6
Traits
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 1
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
Weapon 3
Traits
Sword
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that happens before you act.
Spell 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 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 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
Discard this card to examine all the cards in a location deck. If you find a villain, it escapes as if undefeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Spell 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 B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor 1
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Wisdom
Divine
10
Powers
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
If proficient with light armors, you may recharge this card when you play a spell.
Armor 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 1
Traits
Shield
Check
Constitution
Fortitude
Disable
6
Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Item 2
Traits
Liquid
Poison
Check
Intelligence
Craft
8
Powers
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.
Item 4
Traits
Object
Alchemical
Check
Intelligence
Craft
9
Powers
Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
Item 1
Traits
Accessory
Magic
Healing
Check
Constitution
Fortitude
4
OR
Wisdom
7
Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.
Item 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.
Ally 1
Traits
Human
Cleric
Check
Knowledge
Divine
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Khelru, discard the top card of the blessings deck.
Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location. You may then explore your location.
Ally 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 6
Traits
Undead
Ghost
Incorporeal
Check
Charisma
Diplomacy
14
Powers
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
While displayed, when you display a scourge, bury this card.
Ally B
Traits
Human
Bard
Aspis
Check
Charisma
Diplomacy
8
Powers
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
Ally 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.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Anubis
Poison
Mummy
Check
Divine
8
OR
Charisma
Diplomacy
11
Powers
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 16 Channa Ti/WilderRedbeard
Top of Blessing Discard Pile: 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 Remaining: 9
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Smoking Den
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
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, Athnul,
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: CT
Notes: Elemental Mastery, Blessing of Ra
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Tooth and Hookah
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Haz,
Notes:
Golden Lake
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:
Vizier's Hill
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Selty,
Notes:
Dye Market
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:0
Closed
Notes:
Canny Jackal
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
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Shae,
Notes: villain
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

![]() |

Turn 16: Blessing of Maat
Move: Glass Pavilion
Free Explore: Caravan Raider (Combat 16)
Reveal Amulet to add 2d6
Add 1d8 and mental
Combat 16: 1d6 + 3 + 2d6 + 1d8 ⇒ (6) + 3 + (5, 3) + (6) = 23 -> Defeated.
Display Steal Soul
Discard Clockwork Librarian to explore
Explore 2: Rolling Sphere (Fort 12)
BYA: Use Milani for Shae's check.
Recharge Evalgenlist to add 1d4
Use Shae's gift to add 1d4+2
Steal soul adds 1d4
Fort 12: 1d10 + 4 + 1d4 + 1d4 + 1d4 + 2 ⇒ (10) + 4 + (3) + (4) + (3) + 2 = 26 -> Defeated. Shuffled into Surgery
Free explore: Ulunat
Reveal Abadar to evade Ulunat.
End turn, reset hand.
"
Hand: Blessing of Gorum, Blessing of Abadar, Headband of Inspired Wisdom, Amulet of Furious Fists, Find Traps, Desnas Freedom,
Displayed: Steal Soul,Deck: 3 Discard: 3 Buried: 8
NOTES:
Available Support: Blessings are available for use.
Movement: Move me to the [LOCATION] if my location closes.
Other: Reroll used for 3-6E: Y
Middle of Deck (Unknown Order): 0
Recharged: Ring of Energy Resistance, Blood Periapt, Evangelist,
Discard Pile:
Buried Pile:
Strength d6 ☑ +1 ☐ +2 ☐ +3
Dexterity d6 ☐ +1 ☐ +2
Constitution d10 ☑ +1 ☑ +2
Intelligence d4 ☐ +1 ☐ +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Charisma d6 ☐ +1 ☐ +2
Melee: Str +2
Perception: Wisdom +2
Fortitude: Con +2
Divine: Wisdom +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.

wkover - Arueshalae |

Out of turn: BYA Sphere check.
Dis 9 w/ Athnul's Milani: 3d8 + 6 ⇒ (4, 4, 4) + 6 = 18 - passed, hand not buried :)
Festering Ulunat location is created because Ulunat was encountered (then evaded).

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Monster 5
Traits
Elemental
Outsider
Trigger
Check
Combat
18
Powers
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Monster 6
Traits
Plant
Electricity
Poison
Check
Combat
23
Powers
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
Monster 3
Traits
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 B
Traits
Gnoll
Trigger
Veteran
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 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.
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 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 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 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
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.
Weapon 4
Traits
Scythe
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
Wisdom
Dexterity
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.
Weapon 5
Traits
Knife
Ranged
Piercing
Cold
Magic
Check
Dexterity
Ranged
12
OR
Arcane
Divine
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Finesse
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.
Weapon 4
Traits
Whip
Melee
Piercing
Poison
Finesse
Magic
Check
Strength
Melee
11
Powers
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon 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.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card to allow a character at your location to search their deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
11
Powers
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 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.
Armor 5
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Wisdom
Divine
12
Powers
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check, or to reduce Acid, Cold, or Poison damage dealt to you to 0.
Banish this card to shuffle 1d4+1 cards from your discard pile into your deck.
Armor 2
Traits
Clothing
Light Armor
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
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 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
9
OR
Intelligence
Craft
10
Powers
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
Armor 2
Traits
Shield Offhand
Check
Constitution
Fortitude
Craft
6
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.
Item 1
Traits
Object
Magic
Thoth
Trigger
Check
Knowledge
Wisdom
Divine
7
Powers
When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.
Item B
Traits
Accessory
Magic
Pharasma
Veteran
Check
Arcane
Divine
Knowledge
8
Powers
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
Item 6
Traits
Accessory
Magic
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.
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 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.
Ally C
Traits
Animal
Elemental
Check
Wisdom
Survival
6
Powers
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Ally 6
Traits
Human
Oracle
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.
Ally 1
Traits
Half-Elf
Fighter
Check
Melee
Charisma
Diplomacy
9
Powers
If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check at your location.
Discard this card to explore your location. Add 2d4 to combat checks during this exploration.
Ally 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
Traits
Animal
Check
Charisma
Diplomacy
11
Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Turn: 17 Athnul/magi210
Top of Blessing Discard Pile: Blessing of the Ancients
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 8
Blessings Deck
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Smoking Den
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
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, Athnul,
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: CT
Notes: Rolling Sphere, Aghash, 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.
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.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Tooth and Hookah
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Haz,
Notes:
Golden Lake
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:
Vizier's Hill
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Selty,
Notes:
Dye Market
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:0
Closed
Notes:
Canny Jackal
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
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Shae,
Notes: villain
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.
Festering Ulunat
At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage.
When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically.
When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location.
M:6 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:0
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.
Ally B
Traits
Elemental
Electricity
Veteran
Check
Charisma
Survival
Arcane
9
Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Monster 5
Traits
Undead
Mummy
Check
Combat
22
Powers
The Kalanka is immune to the Cold, Mental, and Poison traits.
If your check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.
Monster 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 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 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.
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 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.
Monster 3
Traits
Undead
Sphinx
Mummy
Check
Combat
17
Powers
The Mummified Sphinx is immune to the Mental and Poison traits.
Before you act, recharge your hand, reset your hand, and bury a card.
If the check to defeat has the Fire trait, add 1d8.

MorkXII - Thargrap 1020 |

After start of Selty's turn:
Recharge Djinn to draw: Nugreth. Phew!
Display Nulgreth
Banish Enchanter to move to Festering Ulunat.
Skills and Powers:Hand: Ashbringer, Our Lord In Iron, The Avalanche, The Big SkySkills STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d4
WISDOM d6
CHARISMA d8 +3
Arcane +2Powers
Lord of the Blood Feast
Hand Size 4 [X6] 5 ☐ 6
Proficiencies Arcane Weapons
On your ([X2] or a local) check against a monster ([X4] or barrier), you may bury a card from your discards or banish a buried card to add 1d6 ([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
Displayed: Blood God Nulgreth
Deck: 6 Discard: 3 Buried: 1
Hero Points: 2 Shirt Reroll Available (3-P): No
Notes: d8s vs local banes available:
Our Lord In Iron:Our Lord In Iron
Blessing 3Traits
Deity: Gorum
DivineChecks
Divine
Melee
Ranged
8Powers
WHEN THIS IS THE HOUR: On your combat check, you may reveal any number of weapons; for each, add 1.On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.The Big Sky:The Big Sky
Blessing 1Traits
Suit: Hammers
Harrow
VeteranChecks
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 0Traits
Outsider
Eidolon
Arcane
Veteran
Owner: ThargrapPowers
Display. While displayed:
On your Strength or Constitution check, you may banish a buried card to add 1d4 plus the card's level.
When not in an encounter, you may banish a buried card to draw a card or to move.
[X] When you encounter a monster, reload to ignore its before or after acting power.
[] Reload to avenge; during this encounter, your checks are blessed.

Seltyiel - Gimry |

"========================
Seltyiel starts his turn.
Hour: Blessing of the Ancients
Location: Canny Jackal
Location Power:When you fail a check to acquire a boon, you may bury a card to acquire it.
Adventure Powers:
"
Bury Ancients (Discards), Toff (Deck) to prevent hour draw.
Move to Festering Ulunat
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.
Scourge: 1d10 ⇒ 1
Suffer Curse of Poisoning
Combat 13: 1d8 + 6 + 1d8 + 2 + 1d8 + 4 + 2d6 ⇒ (2) + 6 + (6) + 2 + (5) + 4 + (5, 2) = 32
Combat(Melee) - 1d8+6
Demonbane Longsword +2 - 1d8+2
Swordblade - 1d8+4
Spell Combat - 2d6
Shuffle Chain Lightning for Spell Combat
Random Location: 1d3 ⇒ 2 -> Glass Pavilion
Examine Ulunat
Poisoning: 1d5 ⇒ 3
Recharge Disintegrate
"
Hand: Demonbane Longsword +2, Death's Touch, Spite Cloud, Meteor Swarm,
Displayed:
Deck: 17 Discard: 0 Buried: 4
Current Location: Festering Ulunat
Hero Points: 10
Used: 0 // Seltyiel has the following curses marked:Curse of Poisoning:While Marked:
While displayed, after you reset your hand, recharge a random card.
NOTES:
Other: Paizo Re-Roll Used for 3-6E? N
Middle of Deck (Unknown Order): Staff of Heaven and Earth, Staff of Minor Healing, Aegis of Recovery, Sawtooth Saber, Embiggen, Chain Lightning, Gorum's Iron, Ukwar Axe, Wyrmsmite, Elemental Treaty, Spellsword +2, Golembane Hammer +2, The Rakshasa, Ruan Mirukova, Blessing of the Oathkeeper, Arcana Theft
Recharged: Disintegrate,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +3
Dexterity d6 ☐ +1
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Arcane: Intelligence +3
- Craft: Intelligence +1
Wisdom d4 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Weapons, Arcane
POWERS:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (☑ or shuffle it into your deck) to add 1d6 ( ☑2d6) and that card's traits to the check.
Before you reset your hand, you may attempt to recharge a spell in your discard pile. (☑ If you succeed, you may reload the card instead of recharging it)
☑ When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.
☑ When you acquire a weapon or spell on your turn you may explore again
☑ On your check to acquire a spell or a weapon, add 2
☐☐☐: Undaunted Guardian: When you attempt to guard your location, check a box preceding this reward to automatically succeed.
End of Turn Summary
Banished top card of Festering Ulunat

MorkXII - Thargrap 1020 |

During This Adventure: Adventure P: Tide of the Unholy First
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-P: Tide of the Unholy First
STORY BANES:
DURING THIS SCENARIO:
the top card of your deck to instead put the ally on top of a location deck.
Henchman Barrier B
Traits
Trigger
Obstacle
Weather
Fire
Veteran
Check
Dexterity
Disable
Craft
Constitution
Survival
9
Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Monster 6
Traits
Undead
Check
Combat
20
Powers
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.
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 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 B
Traits
Gnoll
Trigger
Veteran
Check
Combat
9
Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 4
Traits
Construct
Check
Combat
17
Powers
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Barrier 5
Traits
Curse
Undead
Poison
Trigger
Check
Intelligence
Wisdom
Survival
Charisma
Diplomacy
12
Powers
When you examine this card, encounter it.
Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.
Barrier B
Traits
Trap
Construct
Veteran
Check
Dexterity
Disable
Stealth
Perception
6
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 3
Traits
Trap
Magic
Trigger
Curse
Check
None
Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Barrier 6
Traits
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 3
Traits
Obstacle
Magic
Acid
Check
Wisdom
Perception
10
Powers
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Weapon 3
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Weapon 4
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
Arcane
Divine
11
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Weapon 5
Traits
Knife
Ranged
Slashing
Electricity
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.
Weapon 6
Traits
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
Check
Strength
Melee
Arcane
Divine
13
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
Spell 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
Discard this card to examine all the cards in a location deck. If you find a villain, it escapes as if undefeated.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
Spell 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
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 B
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
Traits
Magic
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.
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 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
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 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
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Craft
Divine
12
Powers
Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move.
Recharge this card to add 1 die to your check that invokes the Electricity trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
6
Powers
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.
Item 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 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 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
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.
Ally 6
Traits
Undead
Ghost
Incorporeal
Alchemist
Check
Charisma
Diplomacy
15
Powers
Display this card. While displayed, you may add 1d6 to Craft, Disable, and Perception checks by any character at your location.
While displayed, when you display a scourge, bury this card.
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 4
Traits
Sphinx
Maftet
Check
Charisma
Diplomacy
11
Powers
Discard this card to add 2d6 and the Melee trait to a combat check at another location.
Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
Ally B
Traits
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 B
Traits
Undead
Mummy
Check
Bury a card
Powers
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it back into its deck.
Discard this card to explore your location.
Blessing B
Traits
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
Traits
Divine
Pharasma
Undead
Check
Divine
10
Powers
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Anubis
Poison
Mummy
Check
Divine
8
OR
Charisma
Diplomacy
11
Powers
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 17 Selty
Top of Blessing Discard Pile: Blessing of the Ancients
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 8
Blessings Deck
Blessing 2
Traits
Divine
Maat
Check
Divine
6
OR
Constitution
Fortitude
10
Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Villain Barrier B
Traits
Obstacle
Weather
Trigger
Check
None
Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
Smoking Den
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
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,
Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: CT
Notes: Rolling Sphere, Aghash, 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.
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.
Barrier 3
Traits
Obstacle
Trap
Check
Dexterity
Acrobatics
12
Powers
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Henchman Monster C
Traits
Outsider
Curse
Electricity
Trigger
Veteran
Check
Combat
11
OR
Divine
8
Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Tooth and Hookah
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Haz,
Notes:
Golden Lake
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:
Vizier's Hill
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:
Dye Market
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:0
Closed
Notes:
Canny Jackal
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
Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Shae,
Notes: villain
Villain Monster 7
Traits
Vermin
Check
Combat
40
OR
Constitution
Fortitude
Wisdom
20
THEN
Combat
50
Powers
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.
Festering Ulunat
At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage.
When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically.
When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location.
M:5 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:0
Located here: Selty, Thargrap,
Ally B
Traits
Elemental
Electricity
Veteran
Check
Charisma
Survival
Arcane
9
Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Monster 5
Traits
Undead
Mummy
Check
Combat
22
Powers
The Kalanka is immune to the Cold, Mental, and Poison traits.
If your check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.
Monster 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 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 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.
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 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.
Monster 3
Traits
Undead
Sphinx
Mummy
Check
Combat
17
Powers
The Mummified Sphinx is immune to the Mental and Poison traits.
Before you act, recharge your hand, reset your hand, and bury a card.
If the check to defeat has the Fire trait, add 1d8.

wkover - Arueshalae |

Bury 2 cards in discard instead of flipping hour. Display Gift for Haz so I don't lose it to EOT damage.
Move to Festering Ulunat and explore. Encounter Stained Glass Elemental.
Cha 9: 1d12 + 6 ⇒ (7) + 6 = 13 - acquired; great card!
Discard Billy to explore, encounter Kalnaka.
Combat 22 w/ bow, displayed war paint, Billy bonus: 4d8 + 9 ⇒ (7, 2, 7, 8) + 9 = 33 - Kalnaka defeated
Discard Vision to explore, encounter Coffer Corpse. With War point, both combats are auto-successes. Corpse is defeated and banished.
Discard Dance to explore, encounter Ecorche.
Combat 20 w/ bow, recharged elemental, war paint: 3d8 + 9 + 8 ⇒ (2, 3, 1) + 9 + 8 = 23 - Ecorche defeated
Bury priest to heal myself.
# cards healed?: 1d4 + 1 ⇒ (4) + 1 = 5 - full heal
EOT combat damage?: 1d4 - 1 ⇒ (1) - 1 = 0
EOT acid damage?: 1d4 + 1 ⇒ (1) + 1 = 2 - the only remaining weapon in my deck is in my hand, so bury armor to block damage
EOT examine of locations; which open location?: 1d3 ⇒ 1 - Surgery
How many cards examined?: 1d4 + 1 ⇒ (3) + 1 = 4
Examinations:
Surgery card 1: Living Sandstorm. Selty, Thargrap, and Shae have to pass a Dex/Stealth 13 check or take 1d4 combat damage.
Dex 13 w/ Lady Despair: 2d8 + 4 ⇒ (5, 6) + 4 = 15 - No damage for Shae
Surgery card 2: Mumia item, banished
Surgery card 3: Rolling Sphere
Surgery card 4: Aghash.
Sandstorm is discarded from hourglass.
Now everyone moving and examining...
Where does Shae move?: 1d9 ⇒ 3 - Tooth & Hookah, no effect
Where does Haz move?: 1d9 ⇒ 5 - Vizier's Hill, no effect
Where does Thargrap move?: 1d9 ⇒ 4 - Golden Lake, no effect
Where does CT move?: 1d9 ⇒ 9 - Festuring Ulunat, examines Guardian Thunderbirds (card 5)
Where does Athnul move?: 1d9 ⇒ 7 - Canny Jackal, no effect
Where does Selty move?: 1d9 ⇒ 4 - Golden Lake, no effect
Hand: Swallowtail Bracers, Skoan-quah Boneslayer, The Cyclone, Guardian Bow, Old Deadeye, Runewell's Echo, Stained Glass Elemental, Arueshalae's Gift,
Displayed: White War Paint,
Deck: 7 Discard: 1 Buried: 6
Hero Points: 9
"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."
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
Thagrap buries Kalnaka, Coffer Corpse, Ecorche. Top card of Festering Ulunat is card 5 (Guardian Thunderbirds). Sandstorm discarded, another Sandstorm shuffled into hourglass. Everyone moves, per above. Selty and Thargrap have to pass a Dex/Stealth 13 check or take 1d4 combat damage from Living Sandstorms. Surgery card 2 is banished. Surgery cards 1,3,4 have been examined and are known: Living Sandstorms, Rolling Sphere, Aghash. Haz has gift displayed on Shae's turn.