TColMaster PbP PFSACG Season 4 (Inactive)

Game Master TColMaster

Turn Order:

Grizzly (Flenta)
TColMaster (Mavaro)
Iceman (Yoon)

Digital Chronicle Sheets

How Traders work in Season 4:

RULES: TRADERS
In Season of Factions’ Favor, 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.
For example, to pay the trade cost to a trader offering spells
at a cost of 2 boons, put 1 of those boons into your deck box,
bury the other boon, then add the spell to your deck. At the end
of the scenario, return the spell to the game box and put the
first boon back in your deck.


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During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.

When you defeat a bane on your turn, encounter the top card of your location deck; you may recharge a card of the same type as the encountered card to evade it and put it on the bottom of your location deck.

To win the scenario, a location must be open while the siege deck is empty.

Additional Rules:

Defensive Stance:

When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

When you would examine cards in a location deck, you may examine them in the siege deck instead.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Scenario Level (#): 2

Turn: 15, Yoon/Iceman91

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Ice Elemental
MM
Monster 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on the check to defeat.

Spoiler:
Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.

Spoiler:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Spoiler:
Brain Ooze
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.

Spoiler:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Barriers
Spoiler:
Wall Scythes
MM
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage;, then recharge your hand; put this card on top of its location deck.

Spoiler:
The Evil Eye
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.

Spoiler:
Burning Tar
MM
Barrier B
Traits:
Obstacle
Fire
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage; bury any cards you would discard as damage.

Spoiler:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.

Spoiler:
Poison Spiked Pit Trap
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.

Weapons
Spoiler:
Scimitar
MM
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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.

Spoiler:
Flask Thrower
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

Spoiler:
Galvanic Chakram +1
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

Spoiler:
Djinni Quarterstaff
MM
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 6
OR Arcane
Divine 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Discard this card to shuffle your location deck; you may succeed at an Arcane or Divine 10 check to recharge this card instead.

Spoiler:
Returning Throwing Axe +1
MM
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic
To Acquire:
Dexterity
Ranged 8
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.

Spells
Spoiler:
Fireblade
MM
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.

Spoiler:
Viper Strike
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 6 check to recharge this card instead of discarding it.

Spoiler:
Holy Light
MM
Spell B
Traits:
Magic
Divine
Attack
Elite
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, instead use your Divine skill + 2d12.
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.

Spoiler:
Toxic Cloud
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.

Spoiler:
Locate Object
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location 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.

Armors
Spoiler:
Alchemist's Suit
MM
Armor 2
Traits:
Clothing
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard this card 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 draw it
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 card instead.

Spoiler:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Crocodile Skin Lamellar
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.

Items
Spoiler:
Flame Staff
MM
Item B
Traits:
Staff
Attack
Fire
Magic
Basic
To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Spoiler:
Smoked Glass Goggles
MM
Item B
Traits:
Accessory
To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

Spoiler:
Noxious Bomb
MM
Item B
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 9 check to recharge that card instead of discarding it.

Spoiler:
Noxious Bomb
MM
Item B
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 9 check to recharge that card instead of discarding it.

Spoiler:
Mumia
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
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.
Banish this card to banish a displayed card that has the Curse trait.

Allies
Spoiler:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.

Spoiler:
Hyaenodon
MM
Ally B
Traits:
Trigger
Animal
Elite
To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine the top card of your location deck. Then you may explore your location.

Spoiler:
Unwrapped Harmony
MM
Ally 2
Traits:
Trigger
Caligni
Oracle
To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it into the deck it came from.
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 deck and put them back in any order, then explore your location.

Spoiler:
Fire Gecko
MM
Ally B
Traits:
Animal
Elemental
Fire
To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

Spoiler:
Stained Glass Elemental
MM
Ally B
Traits:
Elemental
Electricity
Veteran
To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If the check is against a bane, and your roll exceeds the difficulty by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add 1 plus the scenario's adventure deck number to the result of your check.

Blessings
Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Current Hour:

Blessing of the Elements:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 1 Mavaro/tcolmaster01
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 2 Flenta/Grizzly:
Spoiler:
Hourglass Card 2 Flenta/Grizzly
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 3 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 3 Agna/Bigguyinblack
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 4 Yoon/Iceman91:
Spoiler:
Hourglass Card 4 Yoon/Iceman91
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 5 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 5 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 6 Flenta/Grizzly:
Spoiler:
Hourglass Card 6 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 7 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 8 Yoon/Iceman91:
Spoiler:
Hourglass Card 8 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 9 Mavaro/tcolmaster01
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 10 Flenta/Grizzly:
Spoiler:
Hourglass Card 10 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 11 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 11 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 12 Yoon/Iceman91:
Spoiler:
Hourglass Card 12 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 13 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 13 Mavaro/tcolmaster01
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
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 your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 14 Flenta/Grizzly:
Spoiler:
Hourglass Card 14 Flenta/Grizzly
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 15 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 15 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Siege Deck
M: 3 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1
Siege Deck Card 1 (Magma Spirit):

Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Siege Deck Card 2:

Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.
Siege Deck Card 3:

Fireball Trap
MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
Siege Deck Card 4:

Warrior Dolls
MM
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Siege Deck Card 5:

Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Siege Deck Card 6:

Hurtling Tiles Trap
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Siege Deck Card 7:

Scarab Swarm
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's 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.
Siege Deck Card 8:

Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Siege Deck Card 9:

Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.

Location #1: Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Grizzly, Agna/Bigguyinblack, Yoon/Iceman91, None

Brickworks Card 1 (Corrosive Dagger +1):
Corrosive Dagger +1
MM
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 7
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 and the Acid trait.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Brickworks Card 2 (Fire Kukri +1):
Fire Kukri +1
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
Brickworks Card 3 (Sling Staff):
Sling Staff
MM
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Brickworks Card 4 (Meehr Zet):
Meehr Zet
MM
Ally B
Traits:
Dwarf
Aristocrat
Hireling
To Acquire:
Charisma
Diplomacy 7
Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks.
Brickworks Card 5 (Ubashki):
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.

Location #2: Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Scorched Ruins Card 1 (Fiery Glare):
Fiery Glare
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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.
Scorched Ruins Card 2 (Crocodile Skin Armor):
Crocodile Skin Armor
MM
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

Location #3: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Mavaro/tcolmaster01, None
Surgery Card 1:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your check to acquire a boon.
Recharge this card to add 1d6 to your check to defeat a barrier.
Discard this card to explore your location.
Surgery Card 2:
Embalmer
MM
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster you encounter that has the Undead trait.
Discard this card to explore your location.
Surgery Card 3:
Augury
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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 on 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.
Surgery Card 4 (Blessing of the Ancients):
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Surgery Card 5 (Black Marsh Spider Venom):
Black Marsh Spider Venom
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.
Surgery Card 6 (Lottery Urn):
Lottery Urn
MM
Item 1
Traits:
Object
Magic
Gambling
To Acquire:
Wisdom 6
On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.

Location #4: Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Quarry Card 1 (Falcata):
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Quarry Card 2 (Ptemenib):
Ptemenib
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Quarry Card 3 (Acid Flask):
Acid Flask
MM
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Location #5: Earthworks
At This Location: On your check that has the Electricity trait, remove any 1 die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Earthworks Card 1:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
Earthworks Card 2:
Druid of the Storm
MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard 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.
Earthworks Card 3 (Healer's Kit):
Healer's Kit
MM
Item B
Traits:
Tool
Healing
To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.

Location #6: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Tarworks Card 1:
Crocodile Skin Armor
MM
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
Tarworks Card 2:
Apprentice
MM
Ally 2
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Tarworks Card 3:
Ghost Battling Ring
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
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, add 1d8 plus twice the scenario's adventure deck number instead.
Tarworks Card 4:
Shield of Fire Resistance
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
Tarworks Card 5 (Scroll of Thoth):
Scroll of Thoth
MM
Item 1
Traits:
Trigger
Object
Magic
Thoth
To Acquire:
Knowledge
Wisdom
Divine 7
When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.


Deck Handler

Nothing off-turn

Yoon's turn:

Hour of the Elements

Move to Tarworks
At This Location: All damage dealt is Fire damage.

Cast Elemental Treaty
Cast Primal Attunement

Free explore of Siege #1: Magma Spirit

Spoiler:
Traits: Elemental, Outsider, Fire, Basic
To Defeat: Combat 9
The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
Before you act, each character at your location is dealt 1 Fire Damage.

Treaty reduces the BYA to zero.
Reveal Fan of Flames for ability, remove Fire trait via Attunement, reveal Dwarf Caiman

Combat 9: 1d10 + 3 + 1d8 + 1d6 ⇒ (9) + 3 + (1) + (3) = 16 Success!

Encounter Tarworks #1: Crocodile Skin Armor
No armor to recharge, cannot fail Fort 4 - acquired

End turn
Fail to recharge Attunement.

Yoon wrote:

Hand: Fan of Flames, Crocodile Skin Armor, Burglar's Bracers, Dwarf Caiman, Raven, Blessing of the Green Faith 2,

Displayed: Elemental Treaty,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 2
NOTES:
Available Support: Blessing is available, esp. since it recharges.
Other: The 'discard from top of deck' ability is available, but please ask if Yoon's deck is below 6 cards.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Remove Curse, Force Missile (Core), Blessing of Sarenrae, Armored Kilt, Gom-Gom, Searing Flesh, Blessing of the Green Faith 1, Fire Gecko, Cloud Puff, Blessing of the Gods 1
Recharged: Quarterstaff of Vaulting (Core),
Discard Pile: Blessing of the Gods 2, Primal Attunement,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Cha +0

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.

When you defeat a bane on your turn, encounter the top card of your location deck; you may recharge a card of the same type as the encountered card to evade it and put it on the bottom of your location deck.

To win the scenario, a location must be open while the siege deck is empty.

Additional Rules:

Defensive Stance:

When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

When you would examine cards in a location deck, you may examine them in the siege deck instead.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Scenario Level (#): 2

Turn: 16, Mavaro/tcolmaster01

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Spoiler:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.

Spoiler:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.

Spoiler:
Acid Mantis
MM
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Spoiler:
Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.

Barriers
Spoiler:
Falling Rubble
MM
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn, and at the end of the turn, may succeed at a Strength 10 check to banish this barrier.
If defeated, you may explore your location.

Spoiler:
The Second Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Spoiler:
Echoes of Confusion
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Spoiler:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.

Spoiler:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.

Weapons
Spoiler:
Frost Sling +1
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 6
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.

Spoiler:
Kopis
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Flaming Heavy Pick +1
MM
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Spoiler:
Chakram
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Scorpion Whip
MM
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

Spells
Spoiler:
Good Omen
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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.

Spoiler:
Cure
MM
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Spoiler:
Acid Splash
MM
Spell B
Traits:
Magic
Arcane
Acid
Attack
To Acquire:
Intelligence
Arcane 4
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, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Find Traps
MM
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Lightning Touch
MM
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Alchemist's Suit
MM
Armor 2
Traits:
Clothing
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard this card 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 draw it
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 card instead.

Spoiler:
Canopic Wrap
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
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.

Spoiler:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
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 play another armor.

Spoiler:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
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 play another armor.

Spoiler:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
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.

Items
Spoiler:
Magic Carpet
MM
Item 2
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.

Spoiler:
Hand of the Guilty Man
MM
Item 2
Traits:
Accessory
Magic
Mummy
To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.

Spoiler:
Mumia
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
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.
Banish this card to banish a displayed card that has the Curse trait.

Spoiler:
Osirion History Guide
MM
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Wisdom
Knowledge 3
Recharge this card to add 1 die to a Wisdom, Knowledge, or Survival non-combat check by a character at your location.

Spoiler:
Acid Flask
MM
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Allies
Spoiler:
Mad Dog Marrn
MM
Ally 1
Traits:
Halfling
Barbarian
Hireling
To Acquire:
Survival
Charisma
Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.

Spoiler:
Bal Themm
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
CharismaDiplomacy 10
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. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait.

Spoiler:
Hyaenodon
MM
Ally B
Traits:
Trigger
Animal
Elite
To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine the top card of your location deck. Then you may explore your location.

Spoiler:
Tarworks Master
MM
Ally B
Traits:
Dwarf
To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add 1 die to your Craft check, or to your 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.

Spoiler:
Shock Lizard
MM
Ally B
Traits:
Animal
Electricity
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.

Blessings
Spoiler:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Hour Power:

Current Hour:

Blessing of Thoth:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Flenta/Grizzly:
Spoiler:
Hourglass Card 1 Flenta/Grizzly
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 2 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 2 Agna/Bigguyinblack
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 3 Yoon/Iceman91:
Spoiler:
Hourglass Card 3 Yoon/Iceman91
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 4 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 4 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 5 Flenta/Grizzly:
Spoiler:
Hourglass Card 5 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 6 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 6 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Yoon/Iceman91:
Spoiler:
Hourglass Card 7 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 8 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 8 Mavaro/tcolmaster01
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 9 Flenta/Grizzly:
Spoiler:
Hourglass Card 9 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 10 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 10 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 11 Yoon/Iceman91:
Spoiler:
Hourglass Card 11 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 12 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 12 Mavaro/tcolmaster01
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
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 your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 13 Flenta/Grizzly:
Spoiler:
Hourglass Card 13 Flenta/Grizzly
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 14 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 14 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Siege Deck
M: 2 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1
Siege Deck Card 1:

Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.
Siege Deck Card 2:

Fireball Trap
MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
Siege Deck Card 3:

Warrior Dolls
MM
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Siege Deck Card 4:

Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Siege Deck Card 5:

Hurtling Tiles Trap
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Siege Deck Card 6:

Scarab Swarm
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's 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.
Siege Deck Card 7:

Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Siege Deck Card 8:

Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.

Location #1: Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Grizzly, Agna/Bigguyinblack, None

Brickworks Card 1 (Corrosive Dagger +1):
Corrosive Dagger +1
MM
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 7
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 and the Acid trait.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Brickworks Card 2 (Fire Kukri +1):
Fire Kukri +1
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
Brickworks Card 3 (Sling Staff):
Sling Staff
MM
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Brickworks Card 4 (Meehr Zet):
Meehr Zet
MM
Ally B
Traits:
Dwarf
Aristocrat
Hireling
To Acquire:
Charisma
Diplomacy 7
Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks.
Brickworks Card 5 (Ubashki):
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.

Location #2: Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Scorched Ruins Card 1 (Fiery Glare):
Fiery Glare
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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.
Scorched Ruins Card 2 (Crocodile Skin Armor):
Crocodile Skin Armor
MM
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

Location #3: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Mavaro/tcolmaster01, None
Surgery Card 1:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your check to acquire a boon.
Recharge this card to add 1d6 to your check to defeat a barrier.
Discard this card to explore your location.
Surgery Card 2:
Embalmer
MM
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster you encounter that has the Undead trait.
Discard this card to explore your location.
Surgery Card 3:
Augury
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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 on 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.
Surgery Card 4 (Blessing of the Ancients):
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Surgery Card 5 (Black Marsh Spider Venom):
Black Marsh Spider Venom
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.
Surgery Card 6 (Lottery Urn):
Lottery Urn
MM
Item 1
Traits:
Object
Magic
Gambling
To Acquire:
Wisdom 6
On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.

Location #4: Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Quarry Card 1 (Falcata):
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Quarry Card 2 (Ptemenib):
Ptemenib
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Quarry Card 3 (Acid Flask):
Acid Flask
MM
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Location #5: Earthworks
At This Location: On your check that has the Electricity trait, remove any 1 die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Earthworks Card 1:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
Earthworks Card 2:
Druid of the Storm
MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard 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.
Earthworks Card 3 (Healer's Kit):
Healer's Kit
MM
Item B
Traits:
Tool
Healing
To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.

Location #6: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Yoon/Iceman91, None
Tarworks Card 1:
Apprentice
MM
Ally 2
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Tarworks Card 2:
Ghost Battling Ring
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
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, add 1d8 plus twice the scenario's adventure deck number instead.
Tarworks Card 3:
Shield of Fire Resistance
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
Tarworks Card 4 (Scroll of Thoth):
Scroll of Thoth
MM
Item 1
Traits:
Trigger
Object
Magic
Thoth
To Acquire:
Knowledge
Wisdom
Divine 7
When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.

When you defeat a bane on your turn, encounter the top card of your location deck; you may recharge a card of the same type as the encountered card to evade it and put it on the bottom of your location deck.

To win the scenario, a location must be open while the siege deck is empty.

Additional Rules:

Defensive Stance:

When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

When you would examine cards in a location deck, you may examine them in the siege deck instead.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Scenario Level (#): 2

Turn: 17, Flenta/Grizzly

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Acid Mantis
MM
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Spoiler:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Spoiler:
Bonecrusher Hyenamaster
MM
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.

Spoiler:
Yellow Jelly
MM
Monster B
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8
The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
If the check to defeat has the Acid or Cold trait, add 3.
After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

Spoiler:
Carrion Golem
MM
Monster 2
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Barriers
Spoiler:
Alchemical Gas
MM
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to your location.
While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Spoiler:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.

Spoiler:
Shrieking Plant
MM
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

Spoiler:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Spoiler:
Trapped Locker
MM
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
If defeated, draw an armor from the box.

Weapons
Spoiler:
Ooze Falchion +1
MM
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
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 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

Spoiler:
Whip
MM
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

Spoiler:
Galvanic Chakram +1
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

Spoiler:
Scimitar
MM
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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.

Spoiler:
Flask Thrower
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

Spells
Spoiler:
Acid Jet
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6.
After playing this card, if you do not have 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.

Spoiler:
Remove Curse
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
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.

Spoiler:
Flames of the Faithful
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
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, discard it, or you may succeed at a Divine 7 check to recharge it instead.

Spoiler:
Deathgrip
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead
To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
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.

Spoiler:
Acid Splash
MM
Spell B
Traits:
Magic
Arcane
Acid
Attack
To Acquire:
Intelligence
Arcane 4
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, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.

Spoiler:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Spoiler:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
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.

Spoiler:
Mystic Silk Coat
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Crocodile Skin Lamellar
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Items
Spoiler:
Fire Ward Gel
MM
Item B
Traits:
Liquid
Fire
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check that invokes the Fire trait by a character at your location.

Spoiler:
Antitoxin
MM
Item B
Traits:
Liquid
Poison
Alchemical
Basic
To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

Spoiler:
Mummified Cat
MM
Item 1
Traits:
Object
Magic
Mummy
To Acquire:
Wisdom
Divine
Survival 6
Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.

Spoiler:
Mumia
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
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.
Banish this card to banish a displayed card that has the Curse trait.

Spoiler:
Feather of Maat
MM
Item B
Traits:
Object
Magic
Maat
To Acquire:
Constitution
Knowledge
Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

Allies
Spoiler:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.

Spoiler:
Pahmet Clansman
MM
Ally B
Traits:
Dwarf
Cleric
Basic
To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge this card instead.

Spoiler:
Shock Lizard
MM
Ally B
Traits:
Animal
Electricity
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.

Spoiler:
Honaire
MM
Loot B
Type: Ally
Traits:
Undead
Phantom
Owner: Estra
To Acquire:
None None
Put this card on top of your deck to draw a spell from your discard pile.
Put this card on top of your deck to add 1d10 and the Undead trait to your Strength, Constitution, or Perception check.
When you would discard this card as damage, recharge it instead.

Spoiler:
Mad Dog Marrn
MM
Ally 1
Traits:
Halfling
Barbarian
Hireling
To Acquire:
Survival
Charisma
Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.

Blessings
Spoiler:
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.

Hour Power:

Current Hour:

Blessing of Thoth:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 1 Agna/Bigguyinblack
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 2 Yoon/Iceman91:
Spoiler:
Hourglass Card 2 Yoon/Iceman91
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 3 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 3 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 4 Flenta/Grizzly:
Spoiler:
Hourglass Card 4 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 5 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 6 Yoon/Iceman91:
Spoiler:
Hourglass Card 6 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 7 Mavaro/tcolmaster01
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 8 Flenta/Grizzly:
Spoiler:
Hourglass Card 8 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 9 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 10 Yoon/Iceman91:
Spoiler:
Hourglass Card 10 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 11 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 11 Mavaro/tcolmaster01
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
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 your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 12 Flenta/Grizzly:
Spoiler:
Hourglass Card 12 Flenta/Grizzly
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 13 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 13 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Siege Deck
M: 2 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1
Siege Deck Card 1:

Fireball Trap
MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
Siege Deck Card 2:

Warrior Dolls
MM
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Siege Deck Card 3:

Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Siege Deck Card 4:

Hurtling Tiles Trap
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Siege Deck Card 5:

Scarab Swarm
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's 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.
Siege Deck Card 6:

Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Siege Deck Card 7:

Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.

Location #1: Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Grizzly, Agna/Bigguyinblack, None

Brickworks Card 1 (Corrosive Dagger +1):
Corrosive Dagger +1
MM
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 7
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 and the Acid trait.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Brickworks Card 2 (Fire Kukri +1):
Fire Kukri +1
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
Brickworks Card 3 (Sling Staff):
Sling Staff
MM
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Brickworks Card 4 (Meehr Zet):
Meehr Zet
MM
Ally B
Traits:
Dwarf
Aristocrat
Hireling
To Acquire:
Charisma
Diplomacy 7
Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks.
Brickworks Card 5 (Ubashki):
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.

Location #2: Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Scorched Ruins Card 1 (Fiery Glare):
Fiery Glare
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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.
Scorched Ruins Card 2 (Crocodile Skin Armor):
Crocodile Skin Armor
MM
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

Location #3: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Mavaro/tcolmaster01, None
Surgery Card 1:
Embalmer
MM
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster you encounter that has the Undead trait.
Discard this card to explore your location.
Surgery Card 2:
Augury
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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 on 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.
Surgery Card 3 (Blessing of the Ancients):
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Surgery Card 4 (Black Marsh Spider Venom):
Black Marsh Spider Venom
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.
Surgery Card 5 (Lottery Urn):
Lottery Urn
MM
Item 1
Traits:
Object
Magic
Gambling
To Acquire:
Wisdom 6
On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
Surgery Card 6 (Marianix Karn):
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your check to acquire a boon.
Recharge this card to add 1d6 to your check to defeat a barrier.
Discard this card to explore your location.

Location #4: Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Quarry Card 1 (Falcata):
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Quarry Card 2 (Ptemenib):
Ptemenib
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Quarry Card 3 (Acid Flask):
Acid Flask
MM
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Location #5: Earthworks
At This Location: On your check that has the Electricity trait, remove any 1 die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Earthworks Card 1:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
Earthworks Card 2:
Druid of the Storm
MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard 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.
Earthworks Card 3 (Healer's Kit):
Healer's Kit
MM
Item B
Traits:
Tool
Healing
To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.

Location #6: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Yoon/Iceman91, None
Tarworks Card 1:
Apprentice
MM
Ally 2
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Tarworks Card 2:
Ghost Battling Ring
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
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, add 1d8 plus twice the scenario's adventure deck number instead.
Tarworks Card 3:
Shield of Fire Resistance
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
Tarworks Card 4 (Scroll of Thoth):
Scroll of Thoth
MM
Item 1
Traits:
Trigger
Object
Magic
Thoth
To Acquire:
Knowledge
Wisdom
Divine 7
When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.


Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic

Out of Turn Updates: None

Turn - Hour: Thoth
Top Card Embalming Fluid
Skills as Knowledge Int/Craft/Knowledge
SOT: Location Power - Shuffle Holy Javelin into hand.
Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, shuffle a random card from your discard pile into your deck.
Explore: Corridor Dart Trap

Recharge Mind Thrust to make Light Crossbow (Dex/Ranged) top card.

Dex 8: 1d8 + 1d6 + 2 ⇒ (1) + (6) + 2 = 9
Defeated

Surgery 1 - Ally, Recharge Chronicler.
Recharge Crystal Mail to put CHronicler on top of deck.

Mavaro ends their turn.

Mavaro attempts to recover all cards in their Recovery pile.

Mavaro resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Corridor Dart Trap
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Mavaro wrote:

Hand: Embalming Fluid, Chronicler 2, Blessing of Pharasma, Pyrotechnic Blast, Chronicler, Bestiary of Garund,

Displayed: Clinging Venom,
Deck: 10 Discard: 0 Buried: 1
Hero Points: 2
"NOTES:
Available Support: Blessings are available for use."

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abraxas, The Missing Eye, Mind Thrust, Cure 1, Crystal Mail, Holy Javelin, Cure 2, Blessing of the Spellbound, Light Crossbow, Spellbook
Recharged:
Discard Pile:
Buried Pile: Game of Afterlife,
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Int +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wis +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: None}
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Light Armors ☐ Heavy Armor, Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. (☐ You may also add any of the card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


Flenta Deck Builder||Smash Pack

Explore Siege location deck.

Siege Deck Card 1: Fireball Trap:

MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.

Discard Blessing of the Gods.
Attempt to defeat Acrobatics 8: 2d6 + 3 ⇒ (3, 1) + 3 = 7
Use product reroll to reroll the 1
reroll: 1d6 ⇒ 2 That gives an 8 exactly. Defeated!

Explore top card of location.

Brickworks Card 1 Corrosive Dagger +1:

MM
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 7
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 and the Acid trait.
On your combat check, if you played another weapon, discard this card to add 1d4+1.

Recharge Longspear to evade.

End Turn.
Reset hand.

Flenta wrote:

Hand: Leather Armor, Spear of the Watchful Guardian, Giantbane Greataxe, Priest of Asmodeus, Strength, Crowbar (Core),

Displayed:
Deck: 8 Discard: 3 Buried: 1
Hero Points: 2
NOTES:
Available Support: Blessings are available for use

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acid Jet, Staff of Minor Healing 2, Mahga Threefingers, Greatsword, Blessing of the Gods 3, Topaz of Strength, Staff of Minor Healing, Longspear
Recharged:
Discard Pile: Blessing of the Gods 2, Blessing of the Gods, Blessing of the Gods 4,
Buried Pile: Call Weapon,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☑ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors, Weapons
POWERS:
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.

When you defeat a bane on your turn, encounter the top card of your location deck; you may recharge a card of the same type as the encountered card to evade it and put it on the bottom of your location deck.

To win the scenario, a location must be open while the siege deck is empty.

Additional Rules:

Defensive Stance:

When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

When you would examine cards in a location deck, you may examine them in the siege deck instead.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Scenario Level (#): 2

Turn: 18, Agna/Bigguyinblack

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Guardian Scroll
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.

Spoiler:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Spoiler:
Scarab Swarm
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's 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.

Spoiler:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Spoiler:
Skeletal Jackal
MM
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty is increased by 3.

Barriers
Spoiler:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Spoiler:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.

Spoiler:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Spoiler:
Shrieking Plant
MM
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

Spoiler:
The First Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

Weapons
Spoiler:
Kukri
MM
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

Spoiler:
Flask Thrower
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

Spoiler:
Kukri
MM
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Torch
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic
To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Spells
Spoiler:
Lightning Touch
MM
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Fireblade
MM
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.

Spoiler:
Immolate
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 7 check to recharge this card instead of discarding it.

Spoiler:
Locate Object
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location 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.

Spoiler:
Speak with Dead
MM
Spell 1
Traits:
Magic
Divine
Undead
To Acquire:
Wisdom
Divine 4
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.

Armors
Spoiler:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Catching Cape
MM
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
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.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Crocodile Skin Helmet
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor. If proficient with light armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location deck.

Spoiler:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
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 play another armor.

Spoiler:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
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 play another armor.

Items
Spoiler:
Djinn Favor Amulet
MM
Item 1
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

Spoiler:
Canteen
MM
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.

Spoiler:
Magic Carpet
MM
Item 2
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.

Spoiler:
Magnifying Glass
MM
Item B
Traits:
Tool
Basic
To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck, then you may shuffle your deck.

Spoiler:
Potion of Energy Resistance
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 4
Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.

Allies
Spoiler:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.

Spoiler:
Tarworks Master
MM
Ally B
Traits:
Dwarf
To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add 1 die to your Craft check, or to your 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.

Spoiler:
Dhabba
MM
Ally B
Traits:
Animal
Poison
Basic
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Spoiler:
Pahmet Clansman
MM
Ally B
Traits:
Dwarf
Cleric
Basic
To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge this card instead.

Spoiler:
Camel
MM
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Blessings
Spoiler:
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.

Spoiler:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.

Spoiler:
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.

Hour Power:

Current Hour:

Blessing of Maat:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.

Hours Remaining: 12

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Yoon/Iceman91:
Spoiler:
Hourglass Card 1 Yoon/Iceman91
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 2 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 2 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 3 Flenta/Grizzly:
Spoiler:
Hourglass Card 3 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 4 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 4 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Yoon/Iceman91:
Spoiler:
Hourglass Card 5 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 6 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 6 Mavaro/tcolmaster01
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 7 Flenta/Grizzly:
Spoiler:
Hourglass Card 7 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 8 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 8 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 9 Yoon/Iceman91:
Spoiler:
Hourglass Card 9 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 10 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 10 Mavaro/tcolmaster01
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
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 your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 11 Flenta/Grizzly:
Spoiler:
Hourglass Card 11 Flenta/Grizzly
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 12 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 12 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Siege Deck
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1
Siege Deck Card 1:

Warrior Dolls
MM
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Siege Deck Card 2:

Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Siege Deck Card 3:

Hurtling Tiles Trap
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Siege Deck Card 4:

Scarab Swarm
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's 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.
Siege Deck Card 5:

Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Siege Deck Card 6:

Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.

Location #1: Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Grizzly, Agna/Bigguyinblack, None

Brickworks Card 1 (Fire Kukri +1):
Fire Kukri +1
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
Brickworks Card 2 (Sling Staff):
Sling Staff
MM
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Brickworks Card 3 (Meehr Zet):
Meehr Zet
MM
Ally B
Traits:
Dwarf
Aristocrat
Hireling
To Acquire:
Charisma
Diplomacy 7
Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks.
Brickworks Card 4 (Ubashki):
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.
Brickworks Card 5 (Corrosive Dagger +1):
Corrosive Dagger +1
MM
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 7
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 and the Acid trait.
On your combat check, if you played another weapon, discard this card to add 1d4+1.

Location #2: Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Scorched Ruins Card 1 (Fiery Glare):
Fiery Glare
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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.
Scorched Ruins Card 2 (Crocodile Skin Armor):
Crocodile Skin Armor
MM
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

Location #3: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Mavaro/tcolmaster01, None
Surgery Card 1:
Embalmer
MM
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster you encounter that has the Undead trait.
Discard this card to explore your location.
Surgery Card 2:
Augury
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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 on 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.
Surgery Card 3 (Blessing of the Ancients):
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Surgery Card 4 (Black Marsh Spider Venom):
Black Marsh Spider Venom
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.
Surgery Card 5 (Lottery Urn):
Lottery Urn
MM
Item 1
Traits:
Object
Magic
Gambling
To Acquire:
Wisdom 6
On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
Surgery Card 6 (Marianix Karn):
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your check to acquire a boon.
Recharge this card to add 1d6 to your check to defeat a barrier.
Discard this card to explore your location.

Location #4: Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Quarry Card 1 (Falcata):
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Quarry Card 2 (Ptemenib):
Ptemenib
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Quarry Card 3 (Acid Flask):
Acid Flask
MM
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Location #5: Earthworks
At This Location: On your check that has the Electricity trait, remove any 1 die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Earthworks Card 1:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
Earthworks Card 2:
Druid of the Storm
MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard 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.
Earthworks Card 3 (Healer's Kit):
Healer's Kit
MM
Item B
Traits:
Tool
Healing
To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.

Location #6: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Yoon/Iceman91, None
Tarworks Card 1:
Apprentice
MM
Ally 2
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Tarworks Card 2:
Ghost Battling Ring
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
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, add 1d8 plus twice the scenario's adventure deck number instead.
Tarworks Card 3:
Shield of Fire Resistance
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
Tarworks Card 4 (Scroll of Thoth):
Scroll of Thoth
MM
Item 1
Traits:
Trigger
Object
Magic
Thoth
To Acquire:
Knowledge
Wisdom
Divine 7
When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.


deck handler

Blessing of Maat in effect.

Move to Earthworks.

Recharge Staff of Minor Healing (Core) to heal for 1.

Siege Deck Card 1: Warrior Dolls:

MM
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

combat 10 +2 revealing Giantbane Greataxe: 1d10 + 1d12 + 4 ⇒ (9) + (10) + 4 = 23

Encounter Earthworks card 1 Armored Kilt. Recharge Burglar's Buckler to recharge it. Recharge Crow (Core) to explore.

Siege Deck Card 2: Hepsushep:

MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.

Yoon recharges Blessing of the Green Faith.

combat 15 revealing Giantbane Greataxe, blessed by the green faith: 2d10 + 1d12 + 4 ⇒ (10, 9) + (6) + 4 = 29

Encounter Earthworks card 2 Druid of the Storm. I have to encounter it.

Earthworks Card 2: Druid of the Storm:

MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard 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.

Mavaro discards Blessing of Pharasma.

charisma 7 blessed by Pharasma: 2d6 ⇒ (3, 5) = 8

End turn. No blessing left so skip examine.

Agna wrote:

Hand: Druid of the Storm, Giantbane Greataxe, Blessing of the Elements, Staff of Minor Healing (Core), Scarab Buckler, Wendifisa Spear, Blessing of the Ancients 1,

Displayed: Curse of Poisoning,
Deck: 11 Discard: 1 Buried: 0
"Current Location: Earthworks
Hero Points: 1"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: used.

Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.

Blessing of the Ancients: Discard this card to add 1 die to any check. Recharge if the hour is tier 0.
Movement: Move me to NA if my location closes.
Other: Hi I'm Agna! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Frilled Lizard, Earthbreaker (Core), Filter Hood, Droogami (Core), Dog (Core) 2, Crowbar (Core), Blessing of the Ancients 2, Dog (Core) 1, Blessing of the Gods
Recharged: Burglar's Buckler, Crow (Core),
Discard Pile: Scorpion Whip,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Melee Strength +2
"Perception Wisdom +3"
"Survival Wisdom +3"

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top (☐or bottom) card of your location deck

Siege deck cards 1 and 2 banished.

Earthworks card 1 recharged, card 2 acquired.

Mavaro discards Blessing of Pharasma.

Yoon recharges Blessing of the Green Faith.]


Deck Handler

Agna's turn: recharge blessing of the green faith

Yoon's turn
.

Hour of Maat

Stay at Tarworks
At This Location: All damage dealt is Fire damage.

Free explore of Siege #3: Hurtling Tiles Trap

Spoiler:
Barrier 1
Traits: Obstacle, Trap, Basic
To Defeat: Intelligence, Perception 6 OR Dexterity, Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.

Ask for a blessing from Mavaro or Agna
Dex 8: 1d10 + 1d10 ⇒ (3) + (7) = 10 Success!

Encounter Tarworks #1: Apprentice
Recharge Raven to evade

Explore Siege #4 from Trap's ability: Scarab Swarm

Spoiler:
Monster B
Traits: Trigger, Vermin, Swarm, Poison, Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's 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.

Reveal Fan of Flames for ability, reveal Dwarf Caiman
Combat 6+4=10: 1d10 + 3 + 1d8 + 1d6 ⇒ (6) + 3 + (6) + (3) = 18 Success!

Encounter Tarworks #2: Ghost Battling Ring
Recharge Burglar's Bracers to evade

End turn

Yoon wrote:

Hand: Fan of Flames, Force Missile (Core), Crocodile Skin Armor, Armored Kilt, Dwarf Caiman, Blessing of the Gods 1,

Displayed: Elemental Treaty,
Deck: 11 Discard: 2 Buried: 0
Hero Points: 2
NOTES:
Available Support: Force Missile (2d4 on any combat check) and Blessing is available
Other: The 'discard from top of deck' ability is available, but please ask if Yoon's deck is below 6 cards.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gom-Gom, Fire Gecko, Cloud Puff, Remove Curse, Blessing of Sarenrae, Blessing of the Green Faith 1, Searing Flesh
Recharged: Quarterstaff of Vaulting (Core), Blessing of the Green Faith 2, Raven, Burglar's Bracers,
Discard Pile: Blessing of the Gods 2, Primal Attunement,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Cha +0

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.

When you defeat a bane on your turn, encounter the top card of your location deck; you may recharge a card of the same type as the encountered card to evade it and put it on the bottom of your location deck.

To win the scenario, a location must be open while the siege deck is empty.

Additional Rules:

Defensive Stance:

When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

When you would examine cards in a location deck, you may examine them in the siege deck instead.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

Scenario Level (#): 2

Turn: 20, Mavaro/tcolmaster01

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

Spoiler:
Bonecrusher Hyenamaster
MM
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.

Spoiler:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Spoiler:
Caryatid Column
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

Spoiler:
Ubashki Swarm
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.

Barriers
Spoiler:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.

Spoiler:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.

Spoiler:
Shrieking Plant
MM
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

Spoiler:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Spoiler:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Weapons
Spoiler:
Kopis
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Greatclub +1
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
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.

Spoiler:
Returning Throwing Axe +1
MM
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic
To Acquire:
Dexterity
Ranged 8
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.

Spoiler:
Flaming Spear +1
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Spoiler:
Frost Sling +1
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 6
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.

Spells
Spoiler:
Acute Senses
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

Spoiler:
Immolate
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 7 check to recharge this card instead of discarding it.

Spoiler:
Elemental Treaty
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

Spoiler:
Remove Curse
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
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.

Spoiler:
Deathgrip
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead
To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
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.

Armors
Spoiler:
Alchemist's Suit
MM
Armor 2
Traits:
Clothing
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard this card 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 draw it
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 card instead.

Spoiler:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
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 play another armor.

Spoiler:
Crocodile Skin Helmet
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor. If proficient with light armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location deck.

Spoiler:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Crocodile Skin Madu
MM
Armor B
Traits:
Shield
Offhand
Elite
To Acquire:
Constitution
Fortitude 3
OR Melee 5
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 Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may another armor.
Recharge this card to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armors, you may play another armor on this check.

Items
Spoiler:
Compass
MM
Item B
Traits:
Object
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
Discard this card to explore your location.

Spoiler:
Kohl of Uncanny Discernment
MM
Item B
Traits:
Accessory
Alchemical
To Acquire:
Intelligence
Perception 6
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.

Spoiler:
Djinn Favor Amulet
MM
Item 1
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

Spoiler:
Hand of the Guilty Man
MM
Item 2
Traits:
Accessory
Magic
Mummy
To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.

Spoiler:
Flash Freeze
MM
Item B
Traits:
Liquid
Cold
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
Banish this card to add 1d12 and the Cold trait to a check that invokes the Construct or Fire trait by a character at your location.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Allies
Spoiler:
Shock Lizard
MM
Ally B
Traits:
Animal
Electricity
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.

Spoiler:
Camel
MM
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Spoiler:
Mahga Threefingers
MM
Ally B
Traits:
Half-Orc
Ranger
To Acquire:
Charisma
Diplomacy 8
On your check, after the roll, recharge this card to add 3 or subtract 2 from the result.
Discard this card to explore your location.

Spoiler:
Khelru
MM
Ally 1
Traits:
Human
Cleric
To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail to acquire this card, discard the top card of the blessings deck.
Reveal this card to 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 deck, then you may then explore your location.

Spoiler:
Qasin
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
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.

Blessings
Spoiler:
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Spoiler:
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.

Spoiler:
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.

Spoiler:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
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 your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Current Hour:

Sovereign Court Favor:
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.

Hours Remaining: 10

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Flenta/Grizzly:
Spoiler:
Hourglass Card 1 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 2 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 2 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 3 Yoon/Iceman91:
Spoiler:
Hourglass Card 3 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 4 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 4 Mavaro/tcolmaster01
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 5 Flenta/Grizzly:
Spoiler:
Hourglass Card 5 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 6 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 6 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 7 Yoon/Iceman91:
Spoiler:
Hourglass Card 7 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 8 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 8 Mavaro/tcolmaster01
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
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 your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 9 Flenta/Grizzly:
Spoiler:
Hourglass Card 9 Flenta/Grizzly
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.
Hourglass Card 10 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 10 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Siege Deck
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0
Siege Deck Card 1:

Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Siege Deck Card 2:

Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.

Location #1: Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Grizzly, None

Brickworks Card 1 (Fire Kukri +1):
Fire Kukri +1
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
Brickworks Card 2 (Sling Staff):
Sling Staff
MM
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Brickworks Card 3 (Meehr Zet):
Meehr Zet
MM
Ally B
Traits:
Dwarf
Aristocrat
Hireling
To Acquire:
Charisma
Diplomacy 7
Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks.
Brickworks Card 4 (Ubashki):
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.
Brickworks Card 5 (Corrosive Dagger +1):
Corrosive Dagger +1
MM
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 7
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 and the Acid trait.
On your combat check, if you played another weapon, discard this card to add 1d4+1.

Location #2: Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Scorched Ruins Card 1 (Fiery Glare):
Fiery Glare
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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.
Scorched Ruins Card 2 (Crocodile Skin Armor):
Crocodile Skin Armor
MM
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

Location #3: 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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Mavaro/tcolmaster01, None
Surgery Card 1:
Embalmer
MM
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster you encounter that has the Undead trait.
Discard this card to explore your location.
Surgery Card 2:
Augury
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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 on 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.
Surgery Card 3 (Blessing of the Ancients):
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Surgery Card 4 (Black Marsh Spider Venom):
Black Marsh Spider Venom
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.
Surgery Card 5 (Lottery Urn):
Lottery Urn
MM
Item 1
Traits:
Object
Magic
Gambling
To Acquire:
Wisdom 6
On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
Surgery Card 6 (Marianix Karn):
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your check to acquire a boon.
Recharge this card to add 1d6 to your check to defeat a barrier.
Discard this card to explore your location.

Location #4: Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Quarry Card 1 (Falcata):
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Quarry Card 2 (Ptemenib):
Ptemenib
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Quarry Card 3 (Acid Flask):
Acid Flask
MM
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Location #5: Earthworks
At This Location: On your check that has the Electricity trait, remove any 1 die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Agna/Bigguyinblack, None
Earthworks Card 1:
Black Kiss
MM
Ally 1
Traits:
Half-Elf
Alchemist
Hireling
Aspis
To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.
Earthworks Card 2 (Armored Kilt):
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

Location #6: Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Yoon/Iceman91, None
Tarworks Card 1:
Shield of Fire Resistance
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
Tarworks Card 2 (Scroll of Thoth):
Scroll of Thoth
MM
Item 1
Traits:
Trigger
Object
Magic
Thoth
To Acquire:
Knowledge
Wisdom
Divine 7
When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.
Tarworks Card 3 (Apprentice):
Apprentice
MM
Ally 2
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Tarworks Card 4 (Ghost Battling Ring):
Ghost Battling Ring
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
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, add 1d8 plus twice the scenario's adventure deck number instead.


Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic

Out of Turn Updates: None

Turn - Hour: Sovereign Court Favor
Top Card Clinging Venom
Skills as Knowledge Wis/Arcane/Int/Divine
SOT: Heal Pharasma - Got Clinging Venom back on top
Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, shuffle a random card from your discard pile into your deck.
Explore: Ghoul

Pyro Blast
Combat 11: 1d8 + 1d6 + 2 ⇒ (7) + (2) + 2 = 11
Defeated

Recharge Embalming Fluid to get Cure on top
Recharge Chronicler to put Embalming Fluid on top

Embalmer Craft 5: 1d8 + 1d6 + 2 + 1d12 ⇒ (4) + (2) + 2 + (2) = 10
Acquired
-Sovereign Court get 2nd Ally for Success (Shock Lizard)

---Discard Shock Lizard to explore

Baited Jewerly Box Craft 10: 1d8 + 1d6 + 1d4 + 2 ⇒ (4) + (6) + (4) + 2 = 16

Defeated, Draw Item (Comapass) From box

Mavaro ends their turn.

Mavaro attempts to recover all cards in their Recovery pile.

Mavaro resets their hand.

[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None


Ubashki (Ally B)
Ptemenib (Ally 2)
Embalmer (Ally B)
Marianix Karn (Ally B)
Black Kiss (Ally 1)
Meehr Zet (Ally B)
Apprentice (Ally 2)
Druid of the Storm (Ally 2)
Shield of Fire Resistance (Armor 1)
Burglar's Buckler (Armor 1)
Crocodile Skin Armor (Armor B)
Filter Hood (Armor B)
Crocodile Skin Armor (Armor B)
Armored Kilt (Armor B)
Armored Kilt (Armor B)
Blessing of the Ancients (Blessing B)
Daughter of the Desert (Henchman 1)
Ghost Battling Ring (Item B)
Lottery Urn (Item 1)
Acid Flask (Item B)
Burglar's Bracers (Item B)
Scroll of Thoth (Item 1)
Embalming Fluid (Item 1)
Black Marsh Spider Venom (Item 2)
Acid Jet (Spell B)
Augury (Spell B)
Fiery Glare (Spell B)
Fire Kukri +1 (Weapon 1)
Corrosive Dagger +1 (Weapon B)
Sling Staff (Weapon B)
Falcata (Weapon B)


Development:
After fighting off encroaching monsters and malfunctioning defenses, you manage not only to gather some useful clues but also to contribute significantly to the college’s repair. None of the other crews noticed your clandestine attempts to investigate, or if they did, they didn’t care.

As it is, under the auspices of Qadim’s mercantile group, you receive a commendation from General Zarathus for going above and beyond in Omash’s time of need. This should prove useful when you have to convince them the truth of this conspiracy.

“For valor shown in the wake of the destruction of the War College of Omash, these Pathfinders merit the highest praise,” reads the commendation. “So mote it be.”

Venture-Captain Perseis seems pleased at your success thus far. Perhaps by the end, she will tell the Society of your deeds.

REWARD
The party gets all boons remaining in location decks. For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Disable Mechanism. At the end of each scenario, return that spell to the game box.

Ptemenib (Ally 2)
Black Kiss (Ally 1)
Apprentice (Ally 2)
Druid of the Storm (Ally 2)
Shield of Fire Resistance (Armor 1)
Burglar's Buckler (Armor 1)
Lottery Urn (Item 1)
Scroll of Thoth (Item 1)
Embalming Fluid (Item 1)
Black Marsh Spider Venom (Item 2)
Fire Kukri +1 (Weapon 1)


4-2B: MIRROR, MIRROR
Thanks to the map provided by your disgusting new ally, Gulreesh the Otyugh King, you find the secret entrance to the warehouse that supposedly houses the kidnappers. “The Otyugh King wasn’t kidding when he said this place is blanketed in illusions,” Venture-Captain Cordelia Perseis says. The noblewoman has surprised you by agreeing to get her hands dirty and assist your investigation. “I wouldn’t be too sure that the kidnappers are even Qadirans—they could have just been disguised with simple illusions themselves.”

Even coming in through the back entrance, you find yourself bedeviled by the illusory countermeasures. While the building has the facade of a warehouse, it’s nothing resembling a big room full of boxes. Instead, it’s a twisting maze of passages filled with unusual mirrors that distort the dimensions of things reflected within. It isn’t long before you realize you’ve been led in a circle somehow, likely the mirrors’ fault. Presumably, the kidnappers hope to confuse you long enough to prepare a trap.

It’s time to stop playing by their rules. You choose a mirror that you hope is on an inside wall, and smash through both it and the wall behind. You’re rewarded with the sight of a sputtering group of what appear to be Qadirans, halfway through their ambush preparations and completely blindsided by your solution. Perseis grins at your ingenuity as the fight breaks out.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

At the start of your turn, you may examine the top card of another location deck.

When you move, succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or move to a random open location.

Scenario Level (#): 2

Turn: 0, Mavaro/tcolmaster01

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Spoiler:
Ubashki Swarm
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.

Spoiler:
Sand Creeper
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check or encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge any cards that have the Electricity trait.

Spoiler:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.

Spoiler:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Barriers
Spoiler:
Shrieking Plant
MM
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

Spoiler:
Fireball Trap
MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.

Spoiler:
The Second Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Spoiler:
Stabbing Spear Staircase
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
If defeated, you may explore again.

Spoiler:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at your location is dealt 1d4 Poison damage.

Weapons
Spoiler:
Returning Throwing Axe +1
MM
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic
To Acquire:
Dexterity
Ranged 8
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.

Spoiler:
Flaming Heavy Pick +1
MM
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Spoiler:
Scorpion Whip
MM
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

Spoiler:
Fire Kukri +1
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Kopis
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spells
Spoiler:
Find Traps
MM
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Acid Jet
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6.
After playing this card, if you do not have 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.

Spoiler:
Clinging Venom
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat 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 6 check to recharge this card instead of discarding it.

Spoiler:
Speak with Dead
MM
Spell 1
Traits:
Magic
Divine
Undead
To Acquire:
Wisdom
Divine 4
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.

Spoiler:
Find Traps
MM
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
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.

Armors
Spoiler:
Alchemist's Suit
MM
Armor 2
Traits:
Clothing
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard this card 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 draw it
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 card instead.

Spoiler:
Crocodile Skin Shield
MM
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
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 Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.

Spoiler:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

Spoiler:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Spoiler:
Shield of Fire Resistance
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Wing of Horus
MM
Item B
Traits:
Trigger
Object
Magic
Horus
To Acquire:
Dexterity
Knowledge
Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.

Spoiler:
Acid Flask
MM
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Spoiler:
Osirion History Guide
MM
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Wisdom
Knowledge 3
Recharge this card to add 1 die to a Wisdom, Knowledge, or Survival non-combat check by a character at your location.

Spoiler:
Bladeguard
MM
Item B
Traits:
Liquid
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that invokes the Acid trait.

Spoiler:
Lottery Urn
MM
Item 1
Traits:
Object
Magic
Gambling
To Acquire:
Wisdom 6
On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.

Allies
Spoiler:
Nefti the Bard
MM
Ally B
Traits:
Human
Bard
Aspis
To Acquire:
Charisma
Diplomacy 8
If you fail 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 a weapon, an armor, or an item.
During the explore step of a character at your location, discard this card to allow her to explore her location.

Spoiler:
Basif Iosep
MM
Ally 2
Traits:
Half-Elf
Shopkeeper
Aspis
To Acquire:
Charisma Diplomacy 6
At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
Discard this card to explore your location.

Spoiler:
Tomb Raider
MM
Ally B
Traits:
Human
Rogue
Basic
To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.

Spoiler:
Neb-at
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
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.

Spoiler:
Shock Lizard
MM
Ally B
Traits:
Animal
Electricity
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.

Blessings
Spoiler:
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 30

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Flenta/Grizzly:
Spoiler:
Hourglass Card 1 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 2 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 2 Agna/Bigguyinblack
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 3 Yoon/Iceman91:
Spoiler:
Hourglass Card 3 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 4 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 4 Mavaro/tcolmaster01
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Flenta/Grizzly:
Spoiler:
Hourglass Card 5 Flenta/Grizzly
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 6 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 6 Agna/Bigguyinblack
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 7 Yoon/Iceman91:
Spoiler:
Hourglass Card 7 Yoon/Iceman91
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 8 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 8 Mavaro/tcolmaster01
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Flenta/Grizzly:
Spoiler:
Hourglass Card 9 Flenta/Grizzly
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 10 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 10 Agna/Bigguyinblack
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 11 Yoon/Iceman91:
Spoiler:
Hourglass Card 11 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 12 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 12 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 13 Flenta/Grizzly:
Spoiler:
Hourglass Card 13 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 14 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 14 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 15 Yoon/Iceman91:
Spoiler:
Hourglass Card 15 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 16 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 16 Mavaro/tcolmaster01
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 17 Flenta/Grizzly:
Spoiler:
Hourglass Card 17 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 18 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 18 Agna/Bigguyinblack
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
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 your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 19 Yoon/Iceman91:
Spoiler:
Hourglass Card 19 Yoon/Iceman91
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 20 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 20 Mavaro/tcolmaster01
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.
Hourglass Card 21 Flenta/Grizzly:
Spoiler:
Hourglass Card 21 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 22 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 22 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 23 Yoon/Iceman91:
Spoiler:
Hourglass Card 23 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 24 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 24 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 25 Flenta/Grizzly:
Spoiler:
Hourglass Card 25 Flenta/Grizzly
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 26 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 26 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 27 Yoon/Iceman91:
Spoiler:
Hourglass Card 27 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 28 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 28 Mavaro/tcolmaster01
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 29 Flenta/Grizzly:
Spoiler:
Hourglass Card 29 Flenta/Grizzly
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 30 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 30 Agna/Bigguyinblack
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.

Location #1: 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: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #2: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: 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: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Location #6: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

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: 0 Bl: 1 ?: 1
Located/Displayed Here: None


Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic

Starting Location: Glass Pavilion

Mavaro wrote:

Hand: Bestiary of Garund, Mind Thrust, Clinging Venom, Game of Afterlife, Light Crossbow, Chronicler,

Displayed: Blessing of Abraxas,
Deck: 10 Discard: 0 Buried: 0
Hero Points: 2
"NOTES:
Available Support: Blessings are available for use."

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Chronicler 2, Holy Javelin, Cure , The Missing Eye, Blessing of Pharasma, Pyrotechnic Blast, Wand of Detect Magic, Blessing of the Spellbound, Crystal Mail, Spellbook
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Int +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wis +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: None}
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Light Armors ☐ Heavy Armor, Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of the card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


deck handler

Trading out Scythe (Core) for Scorpion Whip loot. At Sunburst Market trading Spiked Breastplate (Core) for Blessing of Wadjet. Starting at Flenta's location.

Agna wrote:

Hand: Wendifisa Spear, Crowbar (Core), Hatchetbird, Dog (Core) 1, Crow (Core), Blessing of the Ancients 1, Blessing of Wadjet,

Displayed:
Deck: 9 Discard: 0 Buried: 0
"Current Location: Flenta
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Blessing of the Ancients: Discard this card to add 1 die to any check. Recharge if the hour is tier 0.

Blessing of Wadjet: Discard this card to add 2d8 to any check to acquire a boon.

Crow (Core): On a local check to acquire, recharge to add 1d6.
Movement: Move me to NA if my location closes.
Other: Hi I'm Agna! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Giantbane Greataxe, Staff of Minor Healing (Core), Blessing of the Gods, Droogami (Core), Scorpion Whip, Blessing of the Ancients 2, Blessing of the Elements, Earthbreaker, Frilled Lizard
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Melee Strength +2
"Perception Wisdom +3"
"Survival Wisdom +3"

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top (☐or bottom) card of your location deck


Deck Handler

Use Sunburst Market to trade Blessing of Sarenrae for Remove Curse.
Replace Compass with Hand of the Honest Man.

Start at Dilapidated Plaza

Yoon wrote:

Hand: Fan of Flames, Primal Attunement, Remove Curse, Cloud Puff, Hand of the Honest Man, Blessing of the Green Faith 2,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support: Remove Curse and Blessing is available
Other: The 'discard from top of deck' ability is available, but please ask if Yoon's deck is below 6 cards.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quarterstaff of Vaulting (Core), Blessing of the Gods 2, Gom-Gom, Raven, Blessing of the Green Faith 1, Cleric of Nethys, Searing Flesh, Dwarf Caiman, Blessing of the Gods 1, Force Missile (Core), Elemental Treaty
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Cha +0

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


Flenta Deck Builder||Smash Pack

Sunburst Market:
Use Market to swap Speed for Mahga Threefingers,

Loot:
Swap Longspear for Spear of Watchful Guardian

Starting Location:
Warehouse

Flenta wrote:

Hand: Giantbane Greataxe, Staff of Minor Healing, Spear of the Watchful Guardian, Crowbar (Core), Leather Armor, Greatsword,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Hero Points: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods 2, Speed, Priest of Asmodeus, Staff of Minor Healing 2, Blessing of the Gods 3, Topaz of Strength, Blessing of the Gods 4, Strength, Earthbreaker, Mahga Threefingers, Call Weapon, Blessing of the Gods
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☑ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors, Weapons
POWERS:
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

At the start of your turn, you may examine the top card of another location deck.

When you move, succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or move to a random open location.

Additional Rules:

Cordelia Perseis:

Cohort
Traits: Aristocrat Human Wizard
At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

Scenario Level (#): 2

Turn: 1, Flenta/Grizzly

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Vanth
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

Spoiler:
Sand Creeper
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check or encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge any cards that have the Electricity trait.

Spoiler:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Spoiler:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your 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.

Spoiler:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Barriers
Spoiler:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at your location is dealt 1d4 Poison damage.

Spoiler:
Fireball Trap
MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.

Spoiler:
Final Nights
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane then banish this card.

Spoiler:
The Second Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Spoiler:
Poison Spiked Pit Trap
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.

Weapons
Spoiler:
Ooze Falchion +1
MM
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
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 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

Spoiler:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

Spoiler:
Glacial Khopesh +1
MM
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.

Spoiler:
Chakram
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

Spells
Spoiler:
Augury
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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 on 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.

Spoiler:
Unshakable Chill
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.

Spoiler:
Remove Curse
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
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.

Spoiler:
Speak with Dead
MM
Spell 1
Traits:
Magic
Divine
Undead
To Acquire:
Wisdom
Divine 4
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.

Spoiler:
Flames of the Faithful
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
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, discard it, or you may succeed at a Divine 7 check to recharge it instead.

Armors
Spoiler:
Crocodile Skin Armor
MM
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

Spoiler:
Crocodile Skin Lamellar
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
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 play another armor.

Spoiler:
Mystic Silk Coat
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

Items
Spoiler:
Wing of Horus
MM
Item B
Traits:
Trigger
Object
Magic
Horus
To Acquire:
Dexterity
Knowledge
Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.

Spoiler:
Bladeguard
MM
Item B
Traits:
Liquid
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that invokes the Acid trait.

Spoiler:
Seer's Tea
MM
Item B
Traits:
Liquid
Magic
To Acquire:
Intelligence
Wisdom 4
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck.

Spoiler:
Soul Stimulant
MM
Item 2
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Recharge this card to ignore a power that happens before or after you act on a non-villain bane that has the Undead trait.
Banish this card to banish a displayed card that has the Curse trait.

Spoiler:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
At the start of your turn, discard this card to move any number of characters to your location.
Display this card next to your location. While displayed, add 1d8 to Stealth checks by characters at this location. At the end of the turn, banish this card.

Allies
Spoiler:
Giant Slug
MM
Ally B
Traits:
Animal
Acid
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Acid trait to your combat check.
Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks.

Spoiler:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.

Spoiler:
Caravan Guard
MM
Ally B
Traits:
Human
Hireling
Elite
To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Spoiler:
Hyaenodon
MM
Ally B
Traits:
Trigger
Animal
Elite
To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine the top card of your location deck. Then you may explore your location.

Spoiler:
Unwrapped Harmony
MM
Ally 2
Traits:
Trigger
Caligni
Oracle
To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it into the deck it came from.
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 deck and put them back in any order, then explore your location.

Blessings
Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.

Spoiler:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
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 your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Current Hour:

Blessing of Nethys:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
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 your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 1 Agna/Bigguyinblack
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 2 Yoon/Iceman91:
Spoiler:
Hourglass Card 2 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 3 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 3 Mavaro/tcolmaster01
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 4 Flenta/Grizzly:
Spoiler:
Hourglass Card 4 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 5 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 5 Agna/Bigguyinblack
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 6 Yoon/Iceman91:
Spoiler:
Hourglass Card 6 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 7 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 7 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 8 Flenta/Grizzly:
Spoiler:
Hourglass Card 8 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 9 Agna/Bigguyinblack
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 10 Yoon/Iceman91:
Spoiler:
Hourglass Card 10 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 11 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 11 Mavaro/tcolmaster01
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 12 Flenta/Grizzly:
Spoiler:
Hourglass Card 12 Flenta/Grizzly
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 13 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 13 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 14 Yoon/Iceman91:
Spoiler:
Hourglass Card 14 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 15 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 15 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 16 Flenta/Grizzly:
Spoiler:
Hourglass Card 16 Flenta/Grizzly
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 17 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 17 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 18 Yoon/Iceman91:
Spoiler:
Hourglass Card 18 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 19 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 19 Mavaro/tcolmaster01
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 20 Flenta/Grizzly:
Spoiler:
Hourglass Card 20 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 21 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 21 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 22 Yoon/Iceman91:
Spoiler:
Hourglass Card 22 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 23 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 23 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 24 Flenta/Grizzly:
Spoiler:
Hourglass Card 24 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 25 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 25 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 26 Yoon/Iceman91:
Spoiler:
Hourglass Card 26 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 27 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 27 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 28 Flenta/Grizzly:
Spoiler:
Hourglass Card 28 Flenta/Grizzly
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 29 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 29 Agna/Bigguyinblack
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Location #1: 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: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Dye Market Card 1:
Falling Rubble
MM
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn, and at the end of the turn, may succeed at a Strength 10 check to banish this barrier.
If defeated, you may explore your location.
Dye Market Card 2:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.
Dye Market Card 3:
Crowbar
MM
Item B
Traits:
Tool
Basic
To Acquire:
Strength 3
Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
Dye Market Card 4:
Greatclub +1
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
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.
Dye Market Card 5:
Death Hound
MM
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
After you act, succeed at a Constitution or Fortitude 8 check or discard a card.
Dye Market Card 6:
Mumia Smugglers
MM
Ally B
Traits:
Human
Rogue
Aspis
Hireling
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to draw all cards that have the Alchemical trait from your discard pile.
Discard this card to explore your location.
Dye Market Card 7:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dye Market Card 8:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
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.
Dye Market Card 9:
Armor of the Sands
MM
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.
Dye Market Card 10:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Location #2: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Mumia Lab Card 1:
Feather of Maat
MM
Item B
Traits:
Object
Magic
Maat
To Acquire:
Constitution
Knowledge
Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Mumia Lab Card 2:
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Mumia Lab Card 3:
Acute Senses
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
Mumia Lab Card 4:
Khopesh
MM
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
Mumia Lab Card 5:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Mumia Lab Card 6:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
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.
Mumia Lab Card 7:
Antitoxin
MM
Item B
Traits:
Liquid
Poison
Alchemical
Basic
To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Mumia Lab Card 8:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.
Mumia Lab Card 9:
Trapped Locker
MM
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
If defeated, draw an armor from the box.
Mumia Lab Card 10:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Flenta/Grizzly, Agna/Bigguyinblack, None
Warehouse Card 1:
Shasalqu
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
Warehouse Card 2:
Hurtling Tiles Trap
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Warehouse Card 3:
Carrion Golem
MM
Monster 2
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Warehouse Card 4:
Azaz Arafe and Zazu
MM
Ally 1
Traits:
Human
Evoker
AND
Animal
To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail to acquire this card, 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 by a character at your location.
Discard this card to explore your location.
Warehouse Card 5:
Burglar's Bracers
MM
Item B
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Warehouse Card 6:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.
Warehouse Card 7:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.
Warehouse Card 8:
Brilliance of Ra
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
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 Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Warehouse Card 9:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Warehouse Card 10:
Crocodile Skin Helmet
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor. If proficient with light armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location deck.

Location #4: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Yoon/Iceman91, None
Dilapidated Plaza Card 1:
Torch
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic
To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Dilapidated Plaza Card 2:
Wall Scythes
MM
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage;, then recharge your hand; put this card on top of its location deck.
Dilapidated Plaza Card 3:
Commune
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
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.
Dilapidated Plaza Card 4:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
Dilapidated Plaza Card 5:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.
Dilapidated Plaza Card 6:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.
Dilapidated Plaza Card 7:
Collapsing Scaffolding
MM
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Dilapidated Plaza Card 8:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dilapidated Plaza Card 9:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Dilapidated Plaza Card 10:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Location #5: 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: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Mavaro/tcolmaster01, None
Glass Pavilion Card 1:
Detect Undead
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it 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.
Glass Pavilion Card 2:
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Glass Pavilion Card 3:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Glass Pavilion Card 4:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Glass Pavilion Card 5:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Glass Pavilion Card 6:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
Glass Pavilion Card 7:
Knock
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
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.
Glass Pavilion Card 8:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Glass Pavilion Card 9:
Master Illusionist
None
Villain 2
Type: Monster
Traits:
Human
Trigger
Wizard
To Defeat:
Intelligence
Arcane
Wisdom
Perception 5
THEN Combat 15
When you examine this card, recharge a random card.
Before you act, each other character must succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or she cannot play cards during this encounter.
All damage dealt by the Master Illusionist is Mental damage that may not be reduced.
Glass Pavilion Card 10:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Location #6: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

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: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Vizier's Hill Card 1:
Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Vizier's Hill Card 2:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Vizier's Hill Card 3:
Scimitar
MM
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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.
Vizier's Hill Card 4:
Fiery Glare
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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.
Vizier's Hill Card 5:
Caryatid Column
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Vizier's Hill Card 6:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.
Vizier's Hill Card 7:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Vizier's Hill Card 8:
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Vizier's Hill Card 9:
Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Vizier's Hill Card 10:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.


Flenta Deck Builder||Smash Pack

Start of Turn:
Examine Top card of Dilapidated Plaza.

Dilapidated Plaza Card 1: Torch:

MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic
To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Explore Warehouse.

Warehouse Card 1: Shasalqu:

MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.

Wisdom Check 6: 1d6 ⇒ 2 Failed!
Number of cars to recharge: 1d4 ⇒ 2

Recharge Staff of Minor Healing and Topaz of Strength
Reveal Earthbreaker
Attempt to defeat Combat 9: 1d10 + 3 + 1d12 ⇒ (10) + 3 + (9) = 22 Defeated!

Result is greater than 15 so 1 point of Cold damage is dealt to everyone at location. Discard Blessing of the Gods.

End Turn.
No Location based card recharges used.
reset hand.

Flenta wrote:

Hand: Blessing of the Gods 2, Earthbreaker, Staff of Minor Healing, Giantbane Greataxe, Mahga Threefingers, Leather Armor,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Priest of Asmodeus, Call Weapon, Crowbar (Core), Blessing of the Gods 3, Blessing of the Gods 4, Disable Mechanism, Greatsword, Spear of the Watchful Guardian
Recharged: Staff of Minor Healing 2, Topaz of Strength,
Discard Pile: Blessing of the Gods,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☑ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors, Weapons
POWERS:
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.


deck handler

Blessing of Bastet in effect. Discard Crowbar (Core) on Flenta's turn.

Examine Dye Market card 1 Falling Rubble.

Move to Dye Market.

perception 5: 1d8 + 3 ⇒ (8) + 3 = 11

Dye Market Card 1: Falling Rubble:

MM
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn, and at the end of the turn, may succeed at a Strength 10 check to banish this barrier.
If defeated, you may explore your location.

survival 6: 1d8 + 3 ⇒ (6) + 3 = 9

Free explore for defeating it.

Dye Market Card 2: Bone Lamellar:

MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 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 by 5; you may succeed at a Craft 9 check to recharge it instead.

constitution 6 recharging Crow (Core), revealing Blessing of Wadjet: 2d6 + 1d4 ⇒ (3, 5) + (4) = 12

Recharge Dog (Core) to explore.

Dye Market Card 3: Crowbar:

MM
Item B
Traits:
Tool
Basic
To Acquire:
Strength 3
Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

strength 3: 1d10 + 2 ⇒ (9) + 2 = 11

Recharge Hatchetbird to move to Warehouse and explore.

perception 5: 1d8 + 3 ⇒ (3) + 3 = 6

Warehouse Card 2: Hurtling Tiles Trap:

MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.

perception 6 revealing Crowbar: 1d8 + 1d10 + 3 ⇒ (7) + (1) + 3 = 11

Free explore for defeating it.

Warehouse Card 3: Carrion Golem:

MM
Monster 2
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

BYA discard the top card of my deck: Blessing of the Gods.

combat 14 revealing Wendifisa Spear: 1d10 + 1d12 + 5 ⇒ (7) + (2) + 5 = 14

End turn. Examine card 4 Azaz Arafe and Zazu.

Agna wrote:

Hand: Wendifisa Spear, Bone Lamellar, Crowbar, Blessing of the Ancients 1, Blessing of Wadjet, Blessing of the Elements, Giantbane Greataxe,

Displayed:
Deck: 9 Discard: 2 Buried: 0
"Current Location: Warehouse
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Blessing of the Ancients: Discard this card to add 1 die to any check. Recharge if the hour is tier 0.

Blessing of Wadjet: Discard this card to add 2d8 to any check to acquire a boon.

Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Movement: Move me to NA if my location closes.
Other: Hi I'm Agna! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Earthbreaker, Droogami (Core), Frilled Lizard, Staff of Minor Healing (Core), Blessing of the Ancients 2, Scorpion Whip
Recharged: Crow (Core), Dog (Core) 1, Hatchetbird,
Discard Pile: Crowbar (Core), Blessing of the Gods,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Melee Strength +2
"Perception Wisdom +3"
"Survival Wisdom +3"

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top (☐or bottom) card of your location deck

Dye Market card1 banished. Cards 2 and 3 acquired.

Warehouse cards 2 and 3 banished. Card 4 examined.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

At the start of your turn, you may examine the top card of another location deck.

When you move, succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or move to a random open location.

Additional Rules:

Cordelia Perseis:

Cohort
Traits: Aristocrat Human Wizard
At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

Scenario Level (#): 2

Turn: 3, Yoon/Iceman91

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Spoiler:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Spoiler:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your 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.

Spoiler:
Shock Elemental
MM
Monster B
Traits:
Elemental
Outsider
Electricity
Basic
To Defeat:
Combat 9
The Shock Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait, the difficulty to defeat is increased by 2.

Spoiler:
Acid Mantis
MM
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Barriers
Spoiler:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.

Spoiler:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at your location is dealt 1d4 Poison damage.

Spoiler:
Hurtling Tiles Trap
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.

Spoiler:
Fireball Trap
MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.

Spoiler:
The Evil Eye
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.

Weapons
Spoiler:
Explorer's Staff
MM
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Spoiler:
Returning Throwing Axe +1
MM
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic
To Acquire:
Dexterity
Ranged 8
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.

Spoiler:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

Spoiler:
Javelin of Lightning
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.

Spoiler:
Chakram
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spells
Spoiler:
Flames of the Faithful
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
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, discard it, or you may succeed at a Divine 7 check to recharge it instead.

Spoiler:
Acid Jet
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6.
After playing this card, if you do not have 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.

Spoiler:
Deathgrip
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead
To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
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.

Spoiler:
Acid Splash
MM
Spell B
Traits:
Magic
Arcane
Acid
Attack
To Acquire:
Intelligence
Arcane 4
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, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Lightning Touch
MM
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
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 play another armor.

Spoiler:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

Spoiler:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.

Spoiler:
Tooled Crocodile Skin
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
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 it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Mystic Silk Coat
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Ring of the Godless
MM
Item B
Traits:
Accessory
Magic
To Acquire:
Wisdom 5
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.

Spoiler:
Djinn Favor Amulet
MM
Item 1
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

Spoiler:
Mummified Cat
MM
Item 1
Traits:
Object
Magic
Mummy
To Acquire:
Wisdom
Divine
Survival 6
Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.

Spoiler:
Fire Ward Gel
MM
Item B
Traits:
Liquid
Fire
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check that invokes the Fire trait by a character at your location.

Spoiler:
Seer's Tea
MM
Item B
Traits:
Liquid
Magic
To Acquire:
Intelligence
Wisdom 4
Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck.

Allies
Spoiler:
Bal Themm
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
CharismaDiplomacy 10
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. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait.

Spoiler:
Fire Gecko
MM
Ally B
Traits:
Animal
Elemental
Fire
To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

Spoiler:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.

Spoiler:
Unwrapped Harmony
MM
Ally 2
Traits:
Trigger
Caligni
Oracle
To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it into the deck it came from.
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 deck and put them back in any order, then explore your location.

Spoiler:
Dhabba
MM
Ally B
Traits:
Animal
Poison
Basic
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Spoiler:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.

Spoiler:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Current Hour:

Blessing of the Elements:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 1 Mavaro/tcolmaster01
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 2 Flenta/Grizzly:
Spoiler:
Hourglass Card 2 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 3 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 3 Agna/Bigguyinblack
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 4 Yoon/Iceman91:
Spoiler:
Hourglass Card 4 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 5 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 5 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 6 Flenta/Grizzly:
Spoiler:
Hourglass Card 6 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 7 Agna/Bigguyinblack
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 8 Yoon/Iceman91:
Spoiler:
Hourglass Card 8 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 9 Mavaro/tcolmaster01
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 10 Flenta/Grizzly:
Spoiler:
Hourglass Card 10 Flenta/Grizzly
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 11 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 11 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 12 Yoon/Iceman91:
Spoiler:
Hourglass Card 12 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 13 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 13 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 14 Flenta/Grizzly:
Spoiler:
Hourglass Card 14 Flenta/Grizzly
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 15 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 15 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 16 Yoon/Iceman91:
Spoiler:
Hourglass Card 16 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 17 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 17 Mavaro/tcolmaster01
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 18 Flenta/Grizzly:
Spoiler:
Hourglass Card 18 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 19 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 19 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 20 Yoon/Iceman91:
Spoiler:
Hourglass Card 20 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 21 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 21 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 22 Flenta/Grizzly:
Spoiler:
Hourglass Card 22 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 23 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 23 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 24 Yoon/Iceman91:
Spoiler:
Hourglass Card 24 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 25 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 25 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 26 Flenta/Grizzly:
Spoiler:
Hourglass Card 26 Flenta/Grizzly
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 27 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 27 Agna/Bigguyinblack
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Location #1: 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: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Dye Market Card 1:
Crowbar
MM
Item B
Traits:
Tool
Basic
To Acquire:
Strength 3
Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
Dye Market Card 2:
Greatclub +1
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
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.
Dye Market Card 3:
Death Hound
MM
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
After you act, succeed at a Constitution or Fortitude 8 check or discard a card.
Dye Market Card 4:
Mumia Smugglers
MM
Ally B
Traits:
Human
Rogue
Aspis
Hireling
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to draw all cards that have the Alchemical trait from your discard pile.
Discard this card to explore your location.
Dye Market Card 5:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dye Market Card 6:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
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.
Dye Market Card 7:
Armor of the Sands
MM
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.
Dye Market Card 8:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Location #2: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Mumia Lab Card 1:
Feather of Maat
MM
Item B
Traits:
Object
Magic
Maat
To Acquire:
Constitution
Knowledge
Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Mumia Lab Card 2:
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Mumia Lab Card 3:
Acute Senses
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
Mumia Lab Card 4:
Khopesh
MM
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
Mumia Lab Card 5:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Mumia Lab Card 6:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
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.
Mumia Lab Card 7:
Antitoxin
MM
Item B
Traits:
Liquid
Poison
Alchemical
Basic
To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Mumia Lab Card 8:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.
Mumia Lab Card 9:
Trapped Locker
MM
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
If defeated, draw an armor from the box.
Mumia Lab Card 10:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Flenta/Grizzly, Agna/Bigguyinblack, None
Warehouse Card 1 (Azaz Arafe and Zazu):
Azaz Arafe and Zazu
MM
Ally 1
Traits:
Human
Evoker
AND
Animal
To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail to acquire this card, 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 by a character at your location.
Discard this card to explore your location.
Warehouse Card 2:
Burglar's Bracers
MM
Item B
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Warehouse Card 3:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.
Warehouse Card 4:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.
Warehouse Card 5:
Brilliance of Ra
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
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 Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Warehouse Card 6:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Warehouse Card 7:
Crocodile Skin Helmet
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor. If proficient with light armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location deck.

Location #4: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Yoon/Iceman91, None
Dilapidated Plaza Card 1 (Torch):
Torch
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic
To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Dilapidated Plaza Card 2:
Wall Scythes
MM
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage;, then recharge your hand; put this card on top of its location deck.
Dilapidated Plaza Card 3:
Commune
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
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.
Dilapidated Plaza Card 4:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
Dilapidated Plaza Card 5:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.
Dilapidated Plaza Card 6:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.
Dilapidated Plaza Card 7:
Collapsing Scaffolding
MM
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Dilapidated Plaza Card 8:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dilapidated Plaza Card 9:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Dilapidated Plaza Card 10:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Location #5: 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: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Mavaro/tcolmaster01, None
Glass Pavilion Card 1:
Detect Undead
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it 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.
Glass Pavilion Card 2:
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Glass Pavilion Card 3:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Glass Pavilion Card 4:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Glass Pavilion Card 5:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Glass Pavilion Card 6:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
Glass Pavilion Card 7:
Knock
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
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.
Glass Pavilion Card 8:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Glass Pavilion Card 9:
Master Illusionist
None
Villain 2
Type: Monster
Traits:
Human
Trigger
Wizard
To Defeat:
Intelligence
Arcane
Wisdom
Perception 5
THEN Combat 15
When you examine this card, recharge a random card.
Before you act, each other character must succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or she cannot play cards during this encounter.
All damage dealt by the Master Illusionist is Mental damage that may not be reduced.
Glass Pavilion Card 10:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Location #6: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

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: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Vizier's Hill Card 1:
Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Vizier's Hill Card 2:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Vizier's Hill Card 3:
Scimitar
MM
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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.
Vizier's Hill Card 4:
Fiery Glare
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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.
Vizier's Hill Card 5:
Caryatid Column
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Vizier's Hill Card 6:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.
Vizier's Hill Card 7:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Vizier's Hill Card 8:
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Vizier's Hill Card 9:
Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Vizier's Hill Card 10:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.


Deck Handler

Off-turn: no activity

Yoon's turn:
.

Hour of the Elements

Start of turn, examine top card of Dye Market: Greatclub +1 (weapon 2!)

No movement
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.

Free explore of Plaza #1: Torch
Int 4: 1d6 ⇒ 6 Success!

Bury Torch to explore Plaza #2: Wall Scythes

Spoiler:
Barrier B
Traits: Obstacle, Trap, Slashing, Basic
To Defeat: Dexterity, Acrobatics 4 OR Disable 6
If undefeated, you are dealt 1d4 Combat damage;, then recharge your hand; put this card on top of its location deck.

Acrobatics 4: 1d10 + 2 ⇒ (6) + 2 = 8 Success!

End turn

Yoon wrote:

Hand: Fan of Flames, Primal Attunement, Remove Curse, Searing Flesh, Cloud Puff, Hand of the Honest Man, Blessing of the Green Faith 2,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 2
NOTES:
Available Support: Remove Curse and Blessing is available
Other: The 'discard from top of deck' ability is available, but please ask if Yoon's deck is below 6 cards.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cleric of Nethys, Raven, Blessing of the Gods 1, Quarterstaff of Vaulting (Core), Force Missile (Core), Blessing of the Green Faith 1, Dwarf Caiman, Blessing of the Gods 2, Gom-Gom, Elemental Treaty
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Cha +0

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.

Summary
Examined top of Dye Market
Acquired Plaza 1, banished plaza 2


Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic

Out of Turn Updates: None

Turn - Hour: Elements
Top Card: Blessing of Abraxas
Skills as Knowledge: Arcane, Divine
SOT: Scenario: Examine Top card of Mumia Lab (Item B)
Location Examine: Detect Undead (Spell 1)
Give Card: None
Move: XX -> YY
Location Powers: At the start of your turn, examine the top card of your location.
Explore: Detect Undead

Divine 5: 1d8 + 1d6 + 2 ⇒ (4) + (4) + 2 = 10
Acquired

-Use Detect Undead to examine top card my location (Potion of Healing)

Mavaro ends their turn.

Mavaro attempts to recover all cards in their Recovery pile.
Detect Undead Divine 7: 1d8 + 1d6 + 2 ⇒ (1) + (6) + 2 = 9
-Recharge Bestiary to put Spellbook on top of deck.
Mavaro resets their hand.

[u]Summary[/u]
Acquired: Detect Undead
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Mavaro wrote:

Hand: Spellbook, Mind Thrust, Clinging Venom, Game of Afterlife, Light Crossbow, Chronicler,

Displayed: Crystal Mail,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 2
"NOTES:
Available Support: Blessings are available for use."

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Holy Javelin, Chronicler 2, Cure , Blessing of Pharasma, Blessing of the Spellbound, Pyrotechnic Blast, Detect Undead, Bestiary of Garund, The Missing Eye, Wand of Detect Magic, Blessing of Abraxas
Recharged:
Discard Pile:
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Int +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wis +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: None}
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Light Armors ☐ Heavy Armor, Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of the card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

At the start of your turn, you may examine the top card of another location deck.

When you move, succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or move to a random open location.

Additional Rules:

Cordelia Perseis:

Cohort
Traits: Aristocrat Human Wizard
At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

Scenario Level (#): 2

Turn: 5, Flenta/Grizzly

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Sand Creeper
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check or encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge any cards that have the Electricity trait.

Spoiler:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.

Spoiler:
Vanth
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

Spoiler:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Spoiler:
Hyena
MM
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Barriers
Spoiler:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.

Spoiler:
Poison Spiked Pit Trap
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.

Spoiler:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.

Spoiler:
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.

Spoiler:
The Evil Eye
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.

Weapons
Spoiler:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

Spoiler:
Shock Glaive +1
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 11
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 this check, you may discard this card to reroll the dice; take the new result.

Spoiler:
Kukri
MM
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Flaming Heavy Pick +1
MM
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Spoiler:
Fire Kukri +1
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spells
Spoiler:
Acid Splash
MM
Spell B
Traits:
Magic
Arcane
Acid
Attack
To Acquire:
Intelligence
Arcane 4
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, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Viper Strike
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 6 check to recharge this card instead of discarding it.

Spoiler:
Find Traps
MM
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Unshakable Chill
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Burglar's Buckler
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Spoiler:
Burglar's Buckler
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Spoiler:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.

Spoiler:
Crocodile Skin Lamellar
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

Items
Spoiler:
Fire Ward Gel
MM
Item B
Traits:
Liquid
Fire
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check that invokes the Fire trait by a character at your location.

Spoiler:
Smoked Glass Goggles
MM
Item B
Traits:
Accessory
To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

Spoiler:
Healer's Kit
MM
Item B
Traits:
Tool
Healing
To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.

Spoiler:
Bladeguard
MM
Item B
Traits:
Liquid
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that invokes the Acid trait.

Spoiler:
Acid Flask
MM
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Allies
Spoiler:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

Spoiler:
Camel
MM
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Spoiler:
Hyaenodon
MM
Ally B
Traits:
Trigger
Animal
Elite
To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine the top card of your location deck. Then you may explore your location.

Spoiler:
Porcupine
MM
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Dhabba
MM
Ally B
Traits:
Animal
Poison
Basic
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Current Hour:

Blessing of the Ancients:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Hours Remaining: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 1 Agna/Bigguyinblack
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 2 Yoon/Iceman91:
Spoiler:
Hourglass Card 2 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 3 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 3 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 4 Flenta/Grizzly:
Spoiler:
Hourglass Card 4 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 5 Agna/Bigguyinblack
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 6 Yoon/Iceman91:
Spoiler:
Hourglass Card 6 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 7 Mavaro/tcolmaster01
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 8 Flenta/Grizzly:
Spoiler:
Hourglass Card 8 Flenta/Grizzly
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 9 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 9 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 10 Yoon/Iceman91:
Spoiler:
Hourglass Card 10 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 11 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 11 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 12 Flenta/Grizzly:
Spoiler:
Hourglass Card 12 Flenta/Grizzly
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 13 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 13 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 14 Yoon/Iceman91:
Spoiler:
Hourglass Card 14 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 15 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 15 Mavaro/tcolmaster01
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 16 Flenta/Grizzly:
Spoiler:
Hourglass Card 16 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 17 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 17 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 18 Yoon/Iceman91:
Spoiler:
Hourglass Card 18 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 19 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 19 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 20 Flenta/Grizzly:
Spoiler:
Hourglass Card 20 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 21 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 21 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 22 Yoon/Iceman91:
Spoiler:
Hourglass Card 22 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 23 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 23 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 24 Flenta/Grizzly:
Spoiler:
Hourglass Card 24 Flenta/Grizzly
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 25 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 25 Agna/Bigguyinblack
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Location #1: 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: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Dye Market Card 1 (Greatclub +1):
Greatclub +1
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
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.
Dye Market Card 2:
Death Hound
MM
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
After you act, succeed at a Constitution or Fortitude 8 check or discard a card.
Dye Market Card 3:
Mumia Smugglers
MM
Ally B
Traits:
Human
Rogue
Aspis
Hireling
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to draw all cards that have the Alchemical trait from your discard pile.
Discard this card to explore your location.
Dye Market Card 4:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dye Market Card 5:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
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.
Dye Market Card 6:
Armor of the Sands
MM
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.
Dye Market Card 7:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Location #2: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Mumia Lab Card 1 (Feather of Maat):
Feather of Maat
MM
Item B
Traits:
Object
Magic
Maat
To Acquire:
Constitution
Knowledge
Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Mumia Lab Card 2:
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Mumia Lab Card 3:
Acute Senses
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
Mumia Lab Card 4:
Khopesh
MM
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
Mumia Lab Card 5:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Mumia Lab Card 6:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
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.
Mumia Lab Card 7:
Antitoxin
MM
Item B
Traits:
Liquid
Poison
Alchemical
Basic
To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Mumia Lab Card 8:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.
Mumia Lab Card 9:
Trapped Locker
MM
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
If defeated, draw an armor from the box.
Mumia Lab Card 10:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Flenta/Grizzly, Agna/Bigguyinblack, None
Warehouse Card 1 (Azaz Arafe and Zazu):
Azaz Arafe and Zazu
MM
Ally 1
Traits:
Human
Evoker
AND
Animal
To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail to acquire this card, 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 by a character at your location.
Discard this card to explore your location.
Warehouse Card 2:
Burglar's Bracers
MM
Item B
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Warehouse Card 3:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.
Warehouse Card 4:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.
Warehouse Card 5:
Brilliance of Ra
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
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 Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Warehouse Card 6:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Warehouse Card 7:
Crocodile Skin Helmet
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor. If proficient with light armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location deck.

Location #4: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Yoon/Iceman91, None
Dilapidated Plaza Card 1:
Commune
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
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.
Dilapidated Plaza Card 2:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
Dilapidated Plaza Card 3:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.
Dilapidated Plaza Card 4:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.
Dilapidated Plaza Card 5:
Collapsing Scaffolding
MM
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Dilapidated Plaza Card 6:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dilapidated Plaza Card 7:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Dilapidated Plaza Card 8:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Location #5: 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: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Mavaro/tcolmaster01, None
Glass Pavilion Card 1 (Potion of Healing):
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Glass Pavilion Card 2:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Glass Pavilion Card 3:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Glass Pavilion Card 4:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Glass Pavilion Card 5:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
Glass Pavilion Card 6:
Knock
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
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.
Glass Pavilion Card 7:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Glass Pavilion Card 8:
Master Illusionist
None
Villain 2
Type: Monster
Traits:
Human
Trigger
Wizard
To Defeat:
Intelligence
Arcane
Wisdom
Perception 5
THEN Combat 15
When you examine this card, recharge a random card.
Before you act, each other character must succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or she cannot play cards during this encounter.
All damage dealt by the Master Illusionist is Mental damage that may not be reduced.
Glass Pavilion Card 9:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Location #6: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

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: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Vizier's Hill Card 1:
Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Vizier's Hill Card 2:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Vizier's Hill Card 3:
Scimitar
MM
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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.
Vizier's Hill Card 4:
Fiery Glare
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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.
Vizier's Hill Card 5:
Caryatid Column
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Vizier's Hill Card 6:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.
Vizier's Hill Card 7:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Vizier's Hill Card 8:
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Vizier's Hill Card 9:
Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Vizier's Hill Card 10:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.


Flenta Deck Builder||Smash Pack

Start of turn:
Explore Top card of Dilapidated Plaza.

Explore Warehouse

Warehouse Card 1: Azaz Arafe and Zazu:

MM
Ally 1
Traits:
Human
Evoker
AND
Animal
To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail to acquire this card, 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 by a character at your location.
Discard this card to explore your location.

Discard Blessing of Gods
Attempt to acquire Charisma 7: 2d6 ⇒ (4, 4) = 8 Acquired!

Discard Azaz Arafe and Zazu to Explore again.

Warehouse Card 2: Burglar's Bracers:

MM
Item B
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.

Attempt to Acquire Intelligence 6: 1d8 ⇒ 2 Failed!

Recharge Minor Staff of Healing to Heal 1 card.

End turn
Reset Hand

Flenta wrote:

Hand: Disable Mechanism, Earthbreaker, Priest of Asmodeus, Giantbane Greataxe, Mahga Threefingers, Leather Armor,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Hero Points: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods 4, Staff of Minor Healing, Call Weapon, Blessing of the Gods 3, Topaz of Strength, Blessing of the Gods, Crowbar (Core), Greatsword, Spear of the Watchful Guardian, Staff of Minor Healing 2
Recharged:
Discard Pile: Blessing of the Gods 2, Azaz Arafe and Zazu,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☑ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors, Weapons
POWERS:
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.


deck handler

Blessing of Thoth in effect. Examine the top card of Vizier's Hill: Hepsushep.

Pass Wendifisa Spear to Flenta.

Move to Dye Market.

Dye Market Card 1: Greatclub +1:

MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
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.

melee 8 revealing Crowbar, revealing Blessing of Wadjet: 1d10 + 1d10 + 1d4 + 4 ⇒ (10) + (2) + (4) + 4 = 20

Discard Blessing of the Elements to explore.

Dye Market Card 2: Death Hound:

MM
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
After you act, succeed at a Constitution or Fortitude 8 check or discard a card.

combat 7 revealing Giantbane Greataxe: 1d10 + 1d12 + 5 ⇒ (4) + (4) + 5 = 13
combat 7 revealing Giantbane Greataxe: 1d10 + 1d12 + 5 ⇒ (1) + (6) + 5 = 12

AYA fail the constitution 8 check and discard Greatclub +1. End turn. Examine the next card: Mumia Smugglers.

Agna wrote:

Hand: Giantbane Greataxe, Bone Lamellar, Crowbar, Blessing of the Ancients 1, Blessing of Wadjet, Blessing of the Ancients 2, Frilled Lizard,

Displayed:
Deck: 7 Discard: 4 Buried: 0
"Current Location: Dye Market
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Blessing of the Ancients: Discard this card to add 1 die to any check. Recharge if the hour is tier 0.

Blessing of Wadjet: Discard this card to add 2d8 to any check to acquire a boon.

Movement: Move me to NA if my location closes.
Other: Hi I'm Agna! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Droogami (Core), Scorpion Whip, Earthbreaker
Recharged: Crow (Core), Dog (Core) 1, Hatchetbird,
Discard Pile: Crowbar (Core), Blessing of the Gods, Blessing of the Elements, Greatclub +1,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Melee Strength +2
"Perception Wisdom +3"
"Survival Wisdom +3"

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top (☐or bottom) card of your location deck

Dye Market card 1 acquired, card 2 banished, card 3 examined.

Vizier's Hill card 1 examined.

Flenta was passed Wendifisa Spear.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

At the start of your turn, you may examine the top card of another location deck.

When you move, succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or move to a random open location.

Additional Rules:

Cordelia Perseis:

Cohort
Traits: Aristocrat Human Wizard
At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

Scenario Level (#): 2

Turn: 7, Yoon/Iceman91

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Death Hound
MM
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
After you act, succeed at a Constitution or Fortitude 8 check or discard a card.

Spoiler:
Sand Creeper
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check or encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge any cards that have the Electricity trait.

Spoiler:
Shasalqu
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.

Spoiler:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Spoiler:
Shock Elemental
MM
Monster B
Traits:
Elemental
Outsider
Electricity
Basic
To Defeat:
Combat 9
The Shock Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait, the difficulty to defeat is increased by 2.

Barriers
Spoiler:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at your location is dealt 1d4 Poison damage.

Spoiler:
Stabbing Spear Staircase
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
If defeated, you may explore again.

Spoiler:
Hurtling Tiles Trap
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.

Spoiler:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at your location is dealt 1d4 Poison damage.

Spoiler:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.

Weapons
Spoiler:
Kopis
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Whip
MM
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

Spoiler:
Scorpion Whip
MM
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

Spoiler:
Explorer's Staff
MM
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Spoiler:
Poisoned Sand Tube
MM
Weapon B
Traits:
Blowgun
Ranged
Poison
Alchemical
Elite
To Acquire:
Intelligence
Craft
Knowledge
Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; you may succeed at a Craft 8 check to bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Spells
Spoiler:
Fiery Glare
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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.

Spoiler:
Locate Object
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location 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.

Spoiler:
Lightning Touch
MM
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Find Traps
MM
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Cure
MM
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Armors
Spoiler:
Burglar's Buckler
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Spoiler:
Canopic Wrap
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
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.

Spoiler:
Crocodile Skin Lamellar
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Crocodile Skin Armor
MM
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

Spoiler:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.

Items
Spoiler:
Magnifying Glass
MM
Item B
Traits:
Tool
Basic
To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck, then you may shuffle your deck.

Spoiler:
Kohl of Uncanny Discernment
MM
Item B
Traits:
Accessory
Alchemical
To Acquire:
Intelligence
Perception 6
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.

Spoiler:
Mumia
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
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.
Banish this card to banish a displayed card that has the Curse trait.

Spoiler:
Flame Staff
MM
Item B
Traits:
Staff
Attack
Fire
Magic
Basic
To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Spoiler:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
At the start of your turn, discard this card to move any number of characters to your location.
Display this card next to your location. While displayed, add 1d8 to Stealth checks by characters at this location. At the end of the turn, banish this card.

Allies
Spoiler:
Khelru
MM
Ally 1
Traits:
Human
Cleric
To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail to acquire this card, discard the top card of the blessings deck.
Reveal this card to 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 deck, then you may then explore your location.

Spoiler:
Fire Gecko
MM
Ally B
Traits:
Animal
Elemental
Fire
To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

Spoiler:
Mahga Threefingers
MM
Ally B
Traits:
Half-Orc
Ranger
To Acquire:
Charisma
Diplomacy 8
On your check, after the roll, recharge this card to add 3 or subtract 2 from the result.
Discard this card to explore your location.

Spoiler:
Tomb Raider
MM
Ally B
Traits:
Human
Rogue
Basic
To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.

Spoiler:
Apprentice
MM
Ally 2
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
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 your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Current Hour:

Blessing of the Ancients:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 1 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 2 Flenta/Grizzly:
Spoiler:
Hourglass Card 2 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 3 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 3 Agna/Bigguyinblack
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 4 Yoon/Iceman91:
Spoiler:
Hourglass Card 4 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 5 Mavaro/tcolmaster01
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 6 Flenta/Grizzly:
Spoiler:
Hourglass Card 6 Flenta/Grizzly
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 7 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 7 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 8 Yoon/Iceman91:
Spoiler:
Hourglass Card 8 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 9 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 10 Flenta/Grizzly:
Spoiler:
Hourglass Card 10 Flenta/Grizzly
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 11 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 11 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 12 Yoon/Iceman91:
Spoiler:
Hourglass Card 12 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 13 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 13 Mavaro/tcolmaster01
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 14 Flenta/Grizzly:
Spoiler:
Hourglass Card 14 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 15 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 15 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 16 Yoon/Iceman91:
Spoiler:
Hourglass Card 16 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 17 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 17 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 18 Flenta/Grizzly:
Spoiler:
Hourglass Card 18 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 19 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 19 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 20 Yoon/Iceman91:
Spoiler:
Hourglass Card 20 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 21 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 21 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 22 Flenta/Grizzly:
Spoiler:
Hourglass Card 22 Flenta/Grizzly
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 23 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 23 Agna/Bigguyinblack
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Location #1: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Agna/Bigguyinblack, None

Dye Market Card 1 (Mumia Smugglers):
Mumia Smugglers
MM
Ally B
Traits:
Human
Rogue
Aspis
Hireling
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to draw all cards that have the Alchemical trait from your discard pile.
Discard this card to explore your location.
Dye Market Card 2:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dye Market Card 3:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
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.
Dye Market Card 4:
Armor of the Sands
MM
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.
Dye Market Card 5:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Location #2: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Mumia Lab Card 1 (Feather of Maat):
Feather of Maat
MM
Item B
Traits:
Object
Magic
Maat
To Acquire:
Constitution
Knowledge
Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Mumia Lab Card 2:
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Mumia Lab Card 3:
Acute Senses
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
Mumia Lab Card 4:
Khopesh
MM
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
Mumia Lab Card 5:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Mumia Lab Card 6:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
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.
Mumia Lab Card 7:
Antitoxin
MM
Item B
Traits:
Liquid
Poison
Alchemical
Basic
To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Mumia Lab Card 8:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.
Mumia Lab Card 9:
Trapped Locker
MM
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
If defeated, draw an armor from the box.
Mumia Lab Card 10:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Flenta/Grizzly, None
Warehouse Card 1:
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.
Warehouse Card 2:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.
Warehouse Card 3:
Brilliance of Ra
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
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 Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Warehouse Card 4:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Warehouse Card 5:
Crocodile Skin Helmet
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor. If proficient with light armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location deck.

Location #4: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Yoon/Iceman91, None
Dilapidated Plaza Card 1 (Commune):
Commune
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
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.
Dilapidated Plaza Card 2:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
Dilapidated Plaza Card 3:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.
Dilapidated Plaza Card 4:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.
Dilapidated Plaza Card 5:
Collapsing Scaffolding
MM
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Dilapidated Plaza Card 6:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dilapidated Plaza Card 7:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Dilapidated Plaza Card 8:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Location #5: 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: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Mavaro/tcolmaster01, None
Glass Pavilion Card 1 (Potion of Healing):
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Glass Pavilion Card 2:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Glass Pavilion Card 3:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Glass Pavilion Card 4:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Glass Pavilion Card 5:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
Glass Pavilion Card 6:
Knock
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
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.
Glass Pavilion Card 7:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Glass Pavilion Card 8:
Master Illusionist
None
Villain 2
Type: Monster
Traits:
Human
Trigger
Wizard
To Defeat:
Intelligence
Arcane
Wisdom
Perception 5
THEN Combat 15
When you examine this card, recharge a random card.
Before you act, each other character must succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or she cannot play cards during this encounter.
All damage dealt by the Master Illusionist is Mental damage that may not be reduced.
Glass Pavilion Card 9:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Location #6: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

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: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Vizier's Hill Card 1:
Hepsushep
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Vizier's Hill Card 2:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Vizier's Hill Card 3:
Scimitar
MM
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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.
Vizier's Hill Card 4:
Fiery Glare
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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.
Vizier's Hill Card 5:
Caryatid Column
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Vizier's Hill Card 6:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.
Vizier's Hill Card 7:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Vizier's Hill Card 8:
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Vizier's Hill Card 9:
Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Vizier's Hill Card 10:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.


Deck Handler

Off-turn: no activity

Yoon's turn:
.

Hour of the Ancients

Start of turn, examine Warehouse #1: Camouflaged Pit Trap

Move to Vizier's Hill
Arcane 5: 1d8 + 1 ⇒ (4) + 1 = 5 Success!
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

Free explore of Hill #1: Hepsushep

Spoiler:
Barrier 2
Traits: Obstacle, Lamia, Elite
To Defeat: Stealth, Charisma, Diplomacy 8 OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.

Reveal Primal Attunement for ability, cast Fan of Flames, ask Agna to recharge a BotA
Combat 15: 1d10 + 3 + 1d8 + 1d6 + 1d10 ⇒ (2) + 3 + (2) + (2) + (3) = 12 Failure
Cast Searing Flesh

Combat 15: 2 + 3 + 2 + 2 + 3 + 2d4 ⇒ 2 + 3 + 2 + 2 + 3 + (2, 1) = 15 Success!

Examine Hill #2-4: Kidnapper (trigger!), Scimitar, Fiery Glare
Trigger: When you examine this card, you may encounter it. If you do, ignore its before you act power.

Encounter Kidnapper
Reveal and discard Primal Attunement for ability, discard top of deck for ability (blessing of the green faith for double dice)
Combat 13: 1d10 + 3 + 1d8 + 1d6 + 2d4 ⇒ (3) + 3 + (4) + (5) + (3, 3) = 21 Success!

Attempt to close
Discard Remove Curse to the damage, play Blessing of the Green Faith
Int 6: 1d6 + 1d6 ⇒ (5) + (3) = 8 Success!

End turn
Recharge Fan of Flames: Fort 5: 1d10 + 3 ⇒ (9) + 3 = 12
Choose to discard Searing Flames instead of recovering it.
Draw five, set aside all in discard, bury Primal Attunement, heal the rest.

Yoon wrote:

Hand: Hand of the Honest Man, Cloud Puff, Raven, Cleric of Nethys, Dwarf Caiman, Blessing of the Gods 1, Blessing of the Gods 2,

Displayed:
Deck: 9 Discard: 0 Buried: 1
Hero Points: 2
NOTES:
Available Support: Blessings are available
Other: The 'discard from top of deck' ability is available, but please ask if Yoon's deck is below 6 cards.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Searing Flesh, Elemental Treaty, Fan of Flames, Blessing of the Green Faith 2, Quarterstaff of Vaulting (Core), Gom-Gom, Force Missile (Core), Blessing of the Green Faith 1, Remove Curse
Recharged:
Discard Pile:
Buried Pile: Primal Attunement,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Cha +0

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.

Summary
Closed Vizier's Hill without acquiring anything
Examined Warehouse #1
Recharged one of Agna's blessings


Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic

Out of Turn Updates: None

Turn - Hour: Ancients
Top Card: Crystal Mail
Skills as Knowledge: Con/Fort
SOT: Top Card of my Location : Potion of Healing
Examine Other Location: Warehouse: Camo Pit Trap
Give Card: None
--Recharge Game of Afterlife to put CURE on top of deck
---->Provides Wis and Divine
Move: PER 5: 1d8 + 2 ⇒ (8) + 2 = 10 Move to Plaza
Location Powers: At the start of your turn, examine the top card of your location.

Explore: Commune

Divine 12: 1d8 + 1d6 + 1d4 + 2 ⇒ (8) + (5) + (4) + 2 = 19
Acquired
-Bury Commune to draw non-Basic blessing from box
--Blessing of Maat

Mavaro ends their turn.

Mavaro attempts to recover all cards in their Recovery pile.

Mavaro resets their hand.

[u]Summary[/u]
Acquired: Commune, Blessing of Maat
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Mavaro wrote:

Hand: Spellbook, Mind Thrust, Clinging Venom, Blessing of Maat, Light Crossbow, Chronicler,

Displayed: Cure ,
Deck: 12 Discard: 0 Buried: 1
Hero Points: 2
"NOTES:
Available Support: Blessings are available for use."

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Missing Eye, Pyrotechnic Blast, Wand of Detect Magic, Bestiary of Garund, Blessing of Abraxas, Game of Afterlife, Detect Undead, Holy Javelin, Blessing of Pharasma, Chronicler 2, Blessing of the Spellbound, Crystal Mail
Recharged:
Discard Pile:
Buried Pile: Commune,
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Int +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wis +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: None}
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Light Armors ☐ Heavy Armor, Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of the card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

At the start of your turn, you may examine the top card of another location deck.

When you move, succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or move to a random open location.

Additional Rules:

Cordelia Perseis:

Cohort
Traits: Aristocrat Human Wizard
At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

Scenario Level (#): 2

Turn: 9, Flenta/Grizzly

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Plague Zombie
MM
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Spoiler:
Bonecrusher Hyenamaster
MM
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.

Spoiler:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Spoiler:
Ubashki Swarm
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.

Spoiler:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
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.

Barriers
Spoiler:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, 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.

Spoiler:
The Evil Eye
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.

Spoiler:
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.

Spoiler:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at your location is dealt 1d4 Poison damage.

Spoiler:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at your location is dealt 1d4 Poison damage.

Weapons
Spoiler:
Kukri
MM
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Scimitar
MM
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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.

Spoiler:
Flaming Spear +1
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Spoiler:
Frost Sling +1
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 6
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.

Spoiler:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

Spells
Spoiler:
Stone Skin
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. 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 succeed at an Arcane or Divine 9 check to recharge it instead.

Spoiler:
Clinging Venom
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat 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 6 check to recharge this card instead of discarding it.

Spoiler:
Cure
MM
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Spoiler:
Cure
MM
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Spoiler:
Lightning Touch
MM
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic
To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Burglar's Buckler
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Spoiler:
Tooled Crocodile Skin
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
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 it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Crocodile Skin Shield
MM
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
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 Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.

Spoiler:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

Spoiler:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

Items
Spoiler:
Flame Staff
MM
Item B
Traits:
Staff
Attack
Fire
Magic
Basic
To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Spoiler:
Game of Afterlife
MM
Loot B
Type: Item
Traits:
Object
Gambling
To Acquire:
None
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.

Spoiler:
Magnifying Glass
MM
Item B
Traits:
Tool
Basic
To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck, then you may shuffle your deck.

Spoiler:
Ring of the Godless
MM
Item B
Traits:
Accessory
Magic
To Acquire:
Wisdom 5
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.

Spoiler:
Magic Carpet
MM
Item 2
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.

Allies
Spoiler:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.

Spoiler:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

Spoiler:
Bal Themm
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
CharismaDiplomacy 10
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. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait.

Spoiler:
Porcupine
MM
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Osirion Ancestor
MM
Ally B
Traits:
Undead
Ghost
Incorporeal
To Acquire:
Divine
Charisma
Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

Blessings
Spoiler:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Current Hour:

Blessing of the Elements:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 1 Agna/Bigguyinblack
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 2 Yoon/Iceman91:
Spoiler:
Hourglass Card 2 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 3 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 3 Mavaro/tcolmaster01
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 4 Flenta/Grizzly:
Spoiler:
Hourglass Card 4 Flenta/Grizzly
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 5 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 5 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 6 Yoon/Iceman91:
Spoiler:
Hourglass Card 6 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 7 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 8 Flenta/Grizzly:
Spoiler:
Hourglass Card 8 Flenta/Grizzly
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 9 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 9 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 10 Yoon/Iceman91:
Spoiler:
Hourglass Card 10 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 11 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 11 Mavaro/tcolmaster01
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 12 Flenta/Grizzly:
Spoiler:
Hourglass Card 12 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 13 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 13 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 14 Yoon/Iceman91:
Spoiler:
Hourglass Card 14 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 15 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 15 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 16 Flenta/Grizzly:
Spoiler:
Hourglass Card 16 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 17 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 17 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 18 Yoon/Iceman91:
Spoiler:
Hourglass Card 18 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 19 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 19 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 20 Flenta/Grizzly:
Spoiler:
Hourglass Card 20 Flenta/Grizzly
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 21 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 21 Agna/Bigguyinblack
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Location #1: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Agna/Bigguyinblack, None

Dye Market Card 1 (Mumia Smugglers):
Mumia Smugglers
MM
Ally B
Traits:
Human
Rogue
Aspis
Hireling
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to draw all cards that have the Alchemical trait from your discard pile.
Discard this card to explore your location.
Dye Market Card 2:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dye Market Card 3:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
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.
Dye Market Card 4:
Armor of the Sands
MM
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.
Dye Market Card 5:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Location #2: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Mumia Lab Card 1 (Feather of Maat):
Feather of Maat
MM
Item B
Traits:
Object
Magic
Maat
To Acquire:
Constitution
Knowledge
Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Mumia Lab Card 2:
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Mumia Lab Card 3:
Acute Senses
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
Mumia Lab Card 4:
Khopesh
MM
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
Mumia Lab Card 5:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Mumia Lab Card 6:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
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.
Mumia Lab Card 7:
Antitoxin
MM
Item B
Traits:
Liquid
Poison
Alchemical
Basic
To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Mumia Lab Card 8:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.
Mumia Lab Card 9:
Trapped Locker
MM
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
If defeated, draw an armor from the box.
Mumia Lab Card 10:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Flenta/Grizzly, None
Warehouse Card 1 (Camouflaged Pit Trap):
Camouflaged Pit Trap
MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.
Warehouse Card 2:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.
Warehouse Card 3:
Brilliance of Ra
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
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 Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Warehouse Card 4:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Warehouse Card 5:
Crocodile Skin Helmet
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor. If proficient with light armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location deck.

Location #4: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/tcolmaster01, None
Dilapidated Plaza Card 1:
Malfunctioning Deathtrap
MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
Dilapidated Plaza Card 2:
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.
Dilapidated Plaza Card 3:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.
Dilapidated Plaza Card 4:
Collapsing Scaffolding
MM
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Dilapidated Plaza Card 5:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dilapidated Plaza Card 6:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Dilapidated Plaza Card 7:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Location #5: 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: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Glass Pavilion Card 1 (Potion of Healing):
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Glass Pavilion Card 2:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Glass Pavilion Card 3:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Glass Pavilion Card 4:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Glass Pavilion Card 5:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
Glass Pavilion Card 6:
Knock
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
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.
Glass Pavilion Card 7:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Glass Pavilion Card 8:
Master Illusionist
None
Villain 2
Type: Monster
Traits:
Human
Trigger
Wizard
To Defeat:
Intelligence
Arcane
Wisdom
Perception 5
THEN Combat 15
When you examine this card, recharge a random card.
Before you act, each other character must succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or she cannot play cards during this encounter.
All damage dealt by the Master Illusionist is Mental damage that may not be reduced.
Glass Pavilion Card 9:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Location #6: Vizier's Hill
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/Iceman91, None


Flenta Deck Builder||Smash Pack

Before Start of turn

Reveal top card of Dilapidated Warehouse.

Dilapidated Plaza Card 1: Malfunctioning Deathtrap:

MM
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.

As per card description, when examining the card succeed at Perception 4, a skill Flenta does not have, so she takes 1 Electricity damage. Discard GiantBane Greataxe.

Attempt to Defeat Intelligence 5: 1d8 + 2 ⇒ (7) + 2 = 9 Defeated!

Start of Turn

Explore Warehouse.

Warehouse Card 1: Camouflaged Pit Trap:

MM
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
If defeated, you may explore your location.

Attempt to defeat Acrobatics 7: 1d6 + 3 ⇒ (1) + 3 = 4
Recharge Mahga Threefingers to add 3 to above roll. Defeated.
As per card description, explore location again.

Warehouse Card 2: Caravan Raider:

MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.

Discard Wendifisa Spear
Attempt to defeat Combat 13: 1d10 + 3 + 2d12 + 1 ⇒ (5) + 3 + (8, 12) + 1 = 29 Defeated!

End Turn
Recharge Wendifisa Spear
Reset hand

Flenta wrote:

Hand: Earthbreaker, Disable Mechanism, Leather Armor, Priest of Asmodeus, Blessing of the Gods, Crowbar (Core),

Displayed:
Deck: 10 Discard: 3 Buried: 0
Hero Points: 2
NOTES:
Available Support: Blessings available for use

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Call Weapon, Spear of the Watchful Guardian, Greatsword, Topaz of Strength, Staff of Minor Healing, Blessing of the Gods 4, Staff of Minor Healing 2, Blessing of the Gods 3
Recharged: Mahga Threefingers, Wendifisa Spear,
Discard Pile: Blessing of the Gods 2, Azaz Arafe and Zazu, Giantbane Greataxe,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☑ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors, Weapons
POWERS:
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.


deck handler

Blessing of Thoth in effect. Examine Dilapidated Plaza card 2: Ubashki.

Move to Warehouse.
perception 5: 1d8 + 3 ⇒ (2) + 3 = 5

Warehouse Card 3: Brilliance of Ra:

MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
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 Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.

strength 5: 1d10 + 2 ⇒ (4) + 2 = 6

Recharge Frilled Lizard to explore.

Warehouse Card 4: Kidnapper:

None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.

BYA gain Curse of Poisoning. Yoon uses Hand of the Honest Man to banish it.

combat 13 revealing Giantbane Greataxe: 1d10 + 1d12 + 5 ⇒ (9) + (3) + 5 = 17

Dexterity 4 +2 to close discarding Blessing of the Ancients 1: 2d8 ⇒ (3, 5) = 8

I actually want armor 2 so summon and encounter an armor on close.

Burglar's Buckler:

MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

constitution 6 revealing Blessing of Wadjet: 1d6 + 1d4 ⇒ (2) + (1) = 3

Agna wrote:

Hand: Giantbane Greataxe, Bone Lamellar, Crowbar, Brilliance of Ra, Blessing of Wadjet, Earthbreaker, Staff of Minor Healing (Core),

Displayed:
Deck: 7 Discard: 5 Buried: 0
"Current Location: Warehouse
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Blessing of Wadjet: Discard this card to add 2d8 to any check to acquire a boon.

Movement: Move me to NA if my location closes.
Other: Hi I'm Agna! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Droogami (Core), Scorpion Whip
Recharged: Crow (Core), Dog (Core) 1, Hatchetbird, Blessing of the Ancients 2, Frilled Lizard,
Discard Pile: Crowbar (Core), Blessing of the Gods, Blessing of the Elements, Greatclub +1, Blessing of the Ancients 1,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Melee Strength +2
"Perception Wisdom +3"
"Survival Wisdom +3"

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top (☐or bottom) card of your location deck

Warehouse card 3 acquired. Warehouse closed.

Dilapidated Plaza card 2 examined: Ubashki.

Yoon used Hand of the Honest Man.

Random armor #1 banished.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

At the start of your turn, you may examine the top card of another location deck.

When you move, succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or move to a random open location.

Additional Rules:

Cordelia Perseis:

Cohort
Traits: Aristocrat Human Wizard
At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

Scenario Level (#): 2

Turn: 11, Yoon/Iceman91

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.

Spoiler:
Acid Mantis
MM
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Spoiler:
Vanth
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

Spoiler:
Hyena
MM
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Spoiler:
Carrion Golem
MM
Monster 2
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Barriers
Spoiler:
The First Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

Spoiler:
The Evil Eye
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.

Spoiler:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Spoiler:
Stabbing Spear Staircase
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
If defeated, you may explore again.

Spoiler:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
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:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.

Weapons
Spoiler:
Sling Staff
MM
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

Spoiler:
Chakram
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

Spoiler:
Chakram
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Glacial Khopesh +1
MM
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.

Spells
Spoiler:
Immolate
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 7 check to recharge this card instead of discarding it.

Spoiler:
Heat Metal
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Cure
MM
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Spoiler:
Sands of Time
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

Spoiler:
Unshakable Chill
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
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 play another armor.

Spoiler:
Catching Cape
MM
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
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.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Crocodile Skin Lamellar
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Spoiler:
Shield of Fire Resistance
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Ghost Battling Ring
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
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, add 1d8 plus twice the scenario's adventure deck number instead.

Spoiler:
Black Marsh Spider Venom
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.

Spoiler:
Embalming Fluid
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical
To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

Spoiler:
Djinn Favor Amulet
MM
Item 1
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

Spoiler:
Noxious Bomb
MM
Item B
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 9 check to recharge that card instead of discarding it.

Allies
Spoiler:
Fire Gecko
MM
Ally B
Traits:
Animal
Elemental
Fire
To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

Spoiler:
Neb-at
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
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.

Spoiler:
Porcupine
MM
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Caravan Guard
MM
Ally B
Traits:
Human
Hireling
Elite
To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Spoiler:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your check to acquire a boon.
Recharge this card to add 1d6 to your check to defeat a barrier.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.

Spoiler:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.

Spoiler:
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Current Hour:

Blessing of the Elements:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 1 Mavaro/tcolmaster01
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Hourglass Card 2 Flenta/Grizzly:
Spoiler:
Hourglass Card 2 Flenta/Grizzly
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 3 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 3 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 4 Yoon/Iceman91:
Spoiler:
Hourglass Card 4 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 5 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 6 Flenta/Grizzly:
Spoiler:
Hourglass Card 6 Flenta/Grizzly
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 7 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 7 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 8 Yoon/Iceman91:
Spoiler:
Hourglass Card 8 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 9 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 9 Mavaro/tcolmaster01
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 10 Flenta/Grizzly:
Spoiler:
Hourglass Card 10 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 11 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 11 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 12 Yoon/Iceman91:
Spoiler:
Hourglass Card 12 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 13 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 13 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 14 Flenta/Grizzly:
Spoiler:
Hourglass Card 14 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 15 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 15 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 16 Yoon/Iceman91:
Spoiler:
Hourglass Card 16 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 17 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 17 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 18 Flenta/Grizzly:
Spoiler:
Hourglass Card 18 Flenta/Grizzly
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 19 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 19 Agna/Bigguyinblack
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Location #1: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Dye Market Card 1 (Mumia Smugglers):
Mumia Smugglers
MM
Ally B
Traits:
Human
Rogue
Aspis
Hireling
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to draw all cards that have the Alchemical trait from your discard pile.
Discard this card to explore your location.
Dye Market Card 2:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dye Market Card 3:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
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.
Dye Market Card 4:
Armor of the Sands
MM
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.
Dye Market Card 5:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Location #2: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Mumia Lab Card 1 (Feather of Maat):
Feather of Maat
MM
Item B
Traits:
Object
Magic
Maat
To Acquire:
Constitution
Knowledge
Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Mumia Lab Card 2:
Minnothet
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Mumia Lab Card 3:
Acute Senses
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
Mumia Lab Card 4:
Khopesh
MM
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
Mumia Lab Card 5:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Mumia Lab Card 6:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
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.
Mumia Lab Card 7:
Antitoxin
MM
Item B
Traits:
Liquid
Poison
Alchemical
Basic
To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Mumia Lab Card 8:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.
Mumia Lab Card 9:
Trapped Locker
MM
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
If defeated, draw an armor from the box.
Mumia Lab Card 10:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Warehouse
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Grizzly, Agna/Bigguyinblack, None

Location #4: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/tcolmaster01, None

Dilapidated Plaza Card 1 (Ubashki):
Ubashki
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
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 into its deck.
Discard this card to explore your location.
Dilapidated Plaza Card 2:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.
Dilapidated Plaza Card 3:
Collapsing Scaffolding
MM
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Dilapidated Plaza Card 4:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dilapidated Plaza Card 5:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Dilapidated Plaza Card 6:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Location #5: 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: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Glass Pavilion Card 1 (Potion of Healing):
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Glass Pavilion Card 2:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Glass Pavilion Card 3:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Glass Pavilion Card 4:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Glass Pavilion Card 5:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
Glass Pavilion Card 6:
Knock
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
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.
Glass Pavilion Card 7:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Glass Pavilion Card 8:
Master Illusionist
None
Villain 2
Type: Monster
Traits:
Human
Trigger
Wizard
To Defeat:
Intelligence
Arcane
Wisdom
Perception 5
THEN Combat 15
When you examine this card, recharge a random card.
Before you act, each other character must succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or she cannot play cards during this encounter.
All damage dealt by the Master Illusionist is Mental damage that may not be reduced.
Glass Pavilion Card 9:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Location #6: Vizier's Hill
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/Iceman91, None


deck handler

Edit: Curse of Poisoning recharges Earthbreaker.


Deck Handler

Off-turn: No activity

Yoon's turn
.

Hour of the Elements

Start of turn, examine a card we have already seen.

Move to Mumia Lab.
Arcane 5: 1d8 + 1 ⇒ (8) + 1 = 9 Success!
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.

Free explore of Lab #1: Feather of Maat
Con 5: 1d10 + 1 ⇒ (6) + 1 = 7 Success!

Discard Cleric of Nethys to examine Lab #2 and #3: Minnothet and Acute Senses
Keep them in that order, encounter the ally.
Reveal Dwarf Caiman, recharge the Feather

Fort 8: 1d10 + 3 + 1d6 + 1d10 ⇒ (8) + 3 + (2) + (9) = 22 Success!

Discard Minnothet to explore Lab #3: Acute Senses
Arcane 4: 1d8 + 1 ⇒ (1) + 1 = 2 Failure

End turn
Draw one, so no healing.

Yoon wrote:

Hand: Force Missile (Core), Hand of the Honest Man, Cloud Puff, Raven, Dwarf Caiman, Blessing of the Gods 1, Blessing of the Gods 2,

Displayed:
Deck: 9 Discard: 2 Buried: 1
Hero Points: 2
NOTES:
Available Support: Cloud Puff (ignores a BYA and AYA at my location) and Blessings are available
Other: The 'discard from top of deck' ability is available, but please ask if Yoon's deck is below 6 cards.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Quarterstaff of Vaulting (Core), Blessing of the Green Faith 2, Blessing of the Green Faith 1, Remove Curse, Fan of Flames, Gom-Gom, Elemental Treaty, Searing Flesh
Recharged: Feather of Maat,
Discard Pile: Minnothet, Cleric of Nethys,
Buried Pile: Primal Attunement,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Cha +0

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.

Summary
Acquired Mumia Lab 1 and 2, banished 3


Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic

Out of Turn Updates: None

Turn - Hour: Maat
Top Card: Cure
Skills as Knowledge: Wis/Divine
SOT: Examine Known Card
Give Card: None
Move: XX -> YY
Location Powers: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
Explore: Ubashki

Bury Mind Thrust to Acquire

Discard Ubashki to explore
Clinging Venom
Caravan Raider Combat 9: 2d8 + 1d6 + 2 ⇒ (1, 4) + (2) + 2 = 9
--Banished

Mavaro ends their turn.

Mavaro attempts to recover all cards in their Recovery pile.
Divine 6: 1d8 + 1d6 + 1d4 + 2 ⇒ (2) + (2) + (1) + 2 = 7
Mavaro resets their hand.

[u]Summary[/u]
Acquired: Ubashki
Banished: Caravan Raided
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Mavaro wrote:

Hand: Spellbook, Cure , Holy Javelin, Blessing of Maat, Light Crossbow, Chronicler,

Displayed: Detect Undead,
Deck: 11 Discard: 1 Buried: 2
Hero Points: 2
"NOTES:
Available Support: Blessings are available for use."

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pyrotechnic Blast, Wand of Detect Magic, Game of Afterlife, Blessing of the Spellbound, The Missing Eye, Crystal Mail, Bestiary of Garund, Blessing of Pharasma, Blessing of Abraxas, Chronicler 2
Recharged: Clinging Venom,
Discard Pile: Ubashki,
Buried Pile: Commune, Mind Thrust,
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Int +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wis +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: None}
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Light Armors ☐ Heavy Armor, Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of the card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

At the start of your turn, you may examine the top card of another location deck.

When you move, succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or move to a random open location.

Additional Rules:

Cordelia Perseis:

Cohort
Traits: Aristocrat Human Wizard
At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

Scenario Level (#): 2

Turn: 13, Flenta/Grizzly

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Emperor Cobra
MM
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
If the check to defeat has the Cold or Fire trait, add 1d8.
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.

Spoiler:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
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.

Spoiler:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.

Spoiler:
Crystal Stalker
MM
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Spoiler:
Bonecrusher Wizard
MM
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Barriers
Spoiler:
The Evil Eye
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.

Spoiler:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

Spoiler:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, 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, suffer the scourge Curse of Poisoning.

Spoiler:
Final Nights
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane then banish this card.

Spoiler:
Stabbing Spear Staircase
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
If defeated, you may explore again.

Weapons
Spoiler:
Kopis
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Kukri
MM
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Kukri
MM
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Torch
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic
To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Spoiler:
Returning Throwing Axe +1
MM
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic
To Acquire:
Dexterity
Ranged 8
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.

Spells
Spoiler:
Sands of Time
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

Spoiler:
Heat Metal
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Remove Curse
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
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.

Spoiler:
Good Omen
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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.

Spoiler:
Unshakable Chill
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Crocodile Skin Helmet
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor. If proficient with light armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location deck.

Spoiler:
Mistmail
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Spoiler:
Crocodile Skin Armor
MM
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

Spoiler:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.

Spoiler:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.

Items
Spoiler:
Djinn Favor Amulet
MM
Item 1
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

Spoiler:
Hand of the Guilty Man
MM
Item 2
Traits:
Accessory
Magic
Mummy
To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.

Spoiler:
Smoked Glass Goggles
MM
Item B
Traits:
Accessory
To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

Spoiler:
Ghost Battling Ring
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
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, add 1d8 plus twice the scenario's adventure deck number instead.

Spoiler:
Kohl of Uncanny Discernment
MM
Item B
Traits:
Accessory
Alchemical
To Acquire:
Intelligence
Perception 6
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.

Allies
Spoiler:
Marianix Karn
MM
Ally B
Traits:
Human
Aspis
Sage
To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your check to acquire a boon.
Recharge this card to add 1d6 to your check to defeat a barrier.
Discard this card to explore your location.

Spoiler:
Tomb Raider
MM
Ally B
Traits:
Human
Rogue
Basic
To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.

Spoiler:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

Spoiler:
Pahmet Clansman
MM
Ally B
Traits:
Dwarf
Cleric
Basic
To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge this card instead.

Spoiler:
Stone Weasel
MM
Ally B
Traits:
Animal
Elemental
To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

Blessings
Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
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 your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.

Spoiler:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
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.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Current Hour:

Blessing of Wadjet:
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Hours Remaining: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 1 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 2 Yoon/Iceman91:
Spoiler:
Hourglass Card 2 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 3 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 3 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 4 Flenta/Grizzly:
Spoiler:
Hourglass Card 4 Flenta/Grizzly
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 5 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 5 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 6 Yoon/Iceman91:
Spoiler:
Hourglass Card 6 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 7 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 7 Mavaro/tcolmaster01
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 8 Flenta/Grizzly:
Spoiler:
Hourglass Card 8 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 9 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 10 Yoon/Iceman91:
Spoiler:
Hourglass Card 10 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 11 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 11 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 12 Flenta/Grizzly:
Spoiler:
Hourglass Card 12 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 13 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 13 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 14 Yoon/Iceman91:
Spoiler:
Hourglass Card 14 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 15 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 15 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 16 Flenta/Grizzly:
Spoiler:
Hourglass Card 16 Flenta/Grizzly
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 17 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 17 Agna/Bigguyinblack
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Location #1: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Dye Market Card 1 (Mumia Smugglers):
Mumia Smugglers
MM
Ally B
Traits:
Human
Rogue
Aspis
Hireling
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to draw all cards that have the Alchemical trait from your discard pile.
Discard this card to explore your location.
Dye Market Card 2:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dye Market Card 3:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
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.
Dye Market Card 4:
Armor of the Sands
MM
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.
Dye Market Card 5:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Location #2: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Yoon/Iceman91, None
Mumia Lab Card 1:
Khopesh
MM
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
Mumia Lab Card 2:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Mumia Lab Card 3:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
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.
Mumia Lab Card 4:
Antitoxin
MM
Item B
Traits:
Liquid
Poison
Alchemical
Basic
To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
Mumia Lab Card 5:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.
Mumia Lab Card 6:
Trapped Locker
MM
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
If defeated, draw an armor from the box.
Mumia Lab Card 7:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Warehouse
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Grizzly, Agna/Bigguyinblack, None

Location #4: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/tcolmaster01, None

Dilapidated Plaza Card 1:
Collapsing Scaffolding
MM
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Dilapidated Plaza Card 2:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dilapidated Plaza Card 3:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Dilapidated Plaza Card 4:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Location #5: 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: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Glass Pavilion Card 1 (Potion of Healing):
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Glass Pavilion Card 2:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Glass Pavilion Card 3:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Glass Pavilion Card 4:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Glass Pavilion Card 5:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
Glass Pavilion Card 6:
Knock
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
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.
Glass Pavilion Card 7:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Glass Pavilion Card 8:
Master Illusionist
None
Villain 2
Type: Monster
Traits:
Human
Trigger
Wizard
To Defeat:
Intelligence
Arcane
Wisdom
Perception 5
THEN Combat 15
When you examine this card, recharge a random card.
Before you act, each other character must succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or she cannot play cards during this encounter.
All damage dealt by the Master Illusionist is Mental damage that may not be reduced.
Glass Pavilion Card 9:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Location #6: Vizier's Hill
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Flenta Deck Builder||Smash Pack

Before Turn

Examine top card of Dilapidated Plaza.

Dilapidated Plaza Card 1: Collapsing Scaffolding:

MM
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

Start of turn:

Attempt to move to Dye Market (Intelligence 5): 1d8 ⇒ 4 Failed!
Move to Random Open Location: 1d4 ⇒ 2 Move to Mumia Lab

Explore Mumia Lab

Mumia Lab Card 1: Khopesh:

MM
Weapon B
Traits:
Sword
Melee
Slashing
Basic
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.

Reveal Earthbreaker
Attempt to acquire Melee 7: 1d10 + 3 + 1d12 ⇒ (1) + 3 + (6) = 10 Acquired!

Recharge Priest of Asmodeus to Explore again.

Mumia Lab Card 2: Bonecrusher Hunter:

MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Reveal Earthbreaker.
Attempt to defeat Combat 11: 1d10 + 3 + 1d12 + 1d4 ⇒ (7) + 3 + (9) + (4) = 23 Defeated!

End Turn.
Bury Khopesh.
Reset Hand.

Flenta wrote:

Hand: Earthbreaker, Disable Mechanism, Leather Armor, Blessing of the Gods 3, Blessing of the Gods, Crowbar (Core),

Displayed:
Deck: 10 Discard: 3 Buried: 1
Hero Points: 2
NOTES:
Available Support: Blessings available for use

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Call Weapon, Wendifisa Spear, Spear of the Watchful Guardian, Topaz of Strength, Staff of Minor Healing, Mahga Threefingers, Blessing of the Gods 4, Greatsword, Staff of Minor Healing 2
Recharged: Priest of Asmodeus,
Discard Pile: Blessing of the Gods 2, Azaz Arafe and Zazu, Giantbane Greataxe,
Buried Pile: Khopesh,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☑ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors, Weapons
POWERS:
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.


deck handler

Blessing of Ra in effect. Examine Mumia Lab card 3: Hide Armor of Fire Resistance .

Move to Glass Pavilion.

perception 5: 1d8 + 3 ⇒ (1) + 3 = 4

end up at: 1d4 ⇒ 1 Dye Market

Dye Market Card 1: Mumia Smugglers:

MM
Ally B
Traits:
Human
Rogue
Aspis
Hireling
To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to draw all cards that have the Alchemical trait from your discard pile.
Discard this card to explore your location.

charisma 8 revealing Blessing of Wadjet: 1d6 + 1d4 ⇒ (5) + (1) = 6

Recharge Staff of Minor Healing (Core) to heal for 1. End turn.

Agna wrote:

Hand: Giantbane Greataxe, Bone Lamellar, Crowbar, Brilliance of Ra, Blessing of Wadjet, Frilled Lizard, Hatchetbird,

Displayed: Curse of Poisoning,
Deck: 8 Discard: 4 Buried: 0
"Current Location: Dye Market
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Blessing of Wadjet: Discard this card to add 2d8 to any check to acquire a boon.

Movement: Move me to NA if my location closes.
Other: Hi I'm Agna! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Blessing of the Elements, Scorpion Whip, Blessing of the Ancients 2, Earthbreaker, Crow (Core), Dog (Core) 1, Droogami (Core)
Recharged:
Discard Pile: Crowbar (Core), Blessing of the Gods, Greatclub +1, Blessing of the Ancients 1,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Melee Strength +2
"Perception Wisdom +3"
"Survival Wisdom +3"

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top (☐or bottom) card of your location deck

Poisoned: Recharge Giantbane Greataxe.

Dye Market Card 1 banished.

Mumia Lab card 3 examined: Hide Armor of Fire Resistance.


Deck Handler

Off-turn: no activity

Yoon's turn
.

Hour of the Elements

Start of turn, deal with location.
Con 4: 1d10 + 1 ⇒ (9) + 1 = 10 Success!

Also start of turn, examine Dye Market #1: Kidnapper
Pass on the encounter - cannot close remotely, so not worth it.

No movement.

Free explore of Mumia Lab #3: Hide Armor of Fire Resistance

Spoiler:
Armor 2
Traits: Light Armor, Magic
To Acquire: Constitution, Fortitude 7
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.

Reveal Dwarf Caiman
Fort 7: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (1) = 14 Success!

Discard Raven to explore Lab #4: Antitoxin

Spoiler:
Item B
Traits: Liquid, Poison, Alchemical, Basic
To Acquire: Intelligence, Knowledge, Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

Int 5: 1d6 ⇒ 6 Success!

Discard BotG to explore Lab #5: Fire Hydra

Spoiler:
Monster B
Traits: Aberration, Fire, Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.

Acrobatics 8: 1d10 + 2 ⇒ (8) + 2 = 10 Success!
Reveal Force Missile for ability, reveal Dwarf Caiman

Combat 7: 1d10 + 3 + 1d8 + 1d6 ⇒ (3) + 3 + (8) + (1) = 15 Success!
Flenta has to make Acrobatics 8 check as well

Bury Hand of the Honest Man to remove Curse of Poisoning.

End turn
Recharge the armor using its text, discard antitoxin.
Draw three, set aside 3 from discard (BotG1, Antitoxin, Raven), bury the item and heal the other two.

Yoon wrote:

Hand: Force Missile (Core), Fan of Flames, Elemental Treaty, Cloud Puff, Dwarf Caiman, Blessing of the Green Faith 2, Blessing of the Gods 2,

Displayed:
Deck: 9 Discard: 2 Buried: 3
Hero Points: 2
NOTES:
Available Support: Cloud Puff (ignores a BYA and AYA at my location), Elemental Treaty (reducing element damage locally), Force Missile (2d4 to a distant combat) and Blessings are available
Other: The 'discard from top of deck' ability is available, but please ask if Yoon's deck is below 6 cards.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Hide Armor of Fire Resistance, Feather of Maat, Gom-Gom, Raven, Blessing of the Gods 1, Searing Flesh, Quarterstaff of Vaulting (Core), Blessing of the Green Faith 1, Remove Curse
Recharged:
Discard Pile: Minnothet, Cleric of Nethys,
Buried Pile: Primal Attunement, Hand of the Honest Man, Antitoxin,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Cha +0

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.

Summary
Curse of Poisoning is gone
(was convinced I would draw Remove Curse and still be armed to deal with Curse of Withering from this location - shoot!)
Flenta needs to make Acrobatics 8 or take d4-1 fire damage. (would have blessed, but her odds aren't terrible and she has armor)
Mumia Lab is down to two cards left - 3 & 4 acquired, 5 defeated.


Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic

Out of Turn Updates: None

Turn - Hour:Ancients
Top Card: Detect Undead
Skills as Knowledge: Wis/Divine
SOT: Examine Top card of Mumia Lab (Trapped Locker)
Give Card: None
Move: XX -> YY
Location Powers: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
Explore: Collapsing Scaffolding
-Recharge Crossbow to put Clinging Venom on top of deck
Perception 4: 1d8 + 2 ⇒ (7) + 2 = 9
Recharge Cure to put Crossbow on top of deck. (Dex/Ranged)

Dex 7: 1d8 + 1d6 + 1d4 + 2 ⇒ (7) + (6) + (4) + 2 = 19
Defeated
Mavaro ends their turn.

Mavaro attempts to recover all cards in their Recovery pile.

Mavaro resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Collapsing Scaffolding
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None

Mavaro wrote:

Hand: Spellbook, Light Crossbow, Holy Javelin, Blessing of Maat, Chronicler 2, Chronicler,

Displayed: Detect Undead,
Deck: 11 Discard: 1 Buried: 2
Hero Points: 2
"NOTES:
Available Support: Blessings are available for use."

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bestiary of Garund, Crystal Mail, Blessing of Pharasma, Wand of Detect Magic, Pyrotechnic Blast, Blessing of Abraxas, Clinging Venom, Game of Afterlife, Blessing of the Spellbound, The Missing Eye, Cure
Recharged:
Discard Pile: Ubashki,
Buried Pile: Commune, Mind Thrust,
"
Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Int +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wis +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: None}
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Light Armors ☐ Heavy Armor, Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of the card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

At the start of your turn, you may examine the top card of another location deck.

When you move, succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or move to a random open location.

Additional Rules:

Cordelia Perseis:

Cohort
Traits: Aristocrat Human Wizard
At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

Scenario Level (#): 2

Turn: 17, Flenta/Grizzly

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Spoiler:
Guardian Scroll
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.

Spoiler:
Fire Hydra
MM
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.

Spoiler:
Vanth
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

Spoiler:
Ubashki Swarm
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.

Barriers
Spoiler:
Wall Scythes
MM
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage;, then recharge your hand; put this card on top of its location deck.

Spoiler:
Falling Rubble
MM
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn, and at the end of the turn, may succeed at a Strength 10 check to banish this barrier.
If defeated, you may explore your location.

Spoiler:
Collapsing Scaffolding
MM
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

Spoiler:
Memories of Violence
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

Spoiler:
Echoes of Confusion
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Weapons
Spoiler:
Torch
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic
To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Spoiler:
Shotel
MM
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 for each die you roll. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Falcata
MM
Weapon B
Traits:
Sword
Melee
Slashing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.

Spoiler:
Kukri
MM
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic
To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Shock Glaive +1
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 11
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 this check, you may discard this card to reroll the dice; take the new result.

Spells
Spoiler:
Fireblade
MM
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic
To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.

Spoiler:
Clinging Venom
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat 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 6 check to recharge this card instead of discarding it.

Spoiler:
Remove Curse
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
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.

Spoiler:
Locate Object
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location 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.

Spoiler:
Holy Light
MM
Spell B
Traits:
Magic
Divine
Attack
Elite
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, instead use your Divine skill + 2d12.
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.

Armors
Spoiler:
Crocodile Skin Shield
MM
Armor B
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
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 Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.

Spoiler:
Burglar's Buckler
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Spoiler:
Crocodile Skin Armor
MM
Armor B
Traits:
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

Spoiler:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

Spoiler:
Mystic Silk Coat
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Burglar's Bracers
MM
Item B
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.

Spoiler:
Staff of Minor Healing
MM
Item 1
Traits:
Staff
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge a random card from his discard pile.

Spoiler:
Osirion History Guide
MM
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Wisdom
Knowledge 3
Recharge this card to add 1 die to a Wisdom, Knowledge, or Survival non-combat check by a character at your location.

Spoiler:
Flash Freeze
MM
Item B
Traits:
Liquid
Cold
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
Banish this card to add 1d12 and the Cold trait to a check that invokes the Construct or Fire trait by a character at your location.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Spoiler:
Fire Ward Gel
MM
Item B
Traits:
Liquid
Fire
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check that invokes the Fire trait by a character at your location.

Allies
Spoiler:
Embalmer
MM
Ally B
Traits:
Human
Hireling
Basic
To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster you encounter that has the Undead trait.
Discard this card to explore your location.

Spoiler:
Cleric of Nethys
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.

Spoiler:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

Spoiler:
Shock Lizard
MM
Ally B
Traits:
Animal
Electricity
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.

Spoiler:
Shock Lizard
MM
Ally B
Traits:
Animal
Electricity
Basic
To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.

Blessings
Spoiler:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.

Spoiler:
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Current Hour:

Blessing of Ra:
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 1 Agna/Bigguyinblack
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 2 Yoon/Iceman91:
Spoiler:
Hourglass Card 2 Yoon/Iceman91
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 3 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 3 Mavaro/tcolmaster01
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 4 Flenta/Grizzly:
Spoiler:
Hourglass Card 4 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 5 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 6 Yoon/Iceman91:
Spoiler:
Hourglass Card 6 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 7 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 7 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 8 Flenta/Grizzly:
Spoiler:
Hourglass Card 8 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 9 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 9 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 10 Yoon/Iceman91:
Spoiler:
Hourglass Card 10 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 11 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 11 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 12 Flenta/Grizzly:
Spoiler:
Hourglass Card 12 Flenta/Grizzly
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 13 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 13 Agna/Bigguyinblack
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Location #1: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Agna/Bigguyinblack, None

Dye Market Card 1 (Kidnapper):
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dye Market Card 2:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
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.
Dye Market Card 3:
Armor of the Sands
MM
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.
Dye Market Card 4:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Location #2: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Flenta/Grizzly, Yoon/Iceman91, None
Mumia Lab Card 1 (Trapped Locker):
Trapped Locker
MM
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
If defeated, draw an armor from the box.
Mumia Lab Card 2:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Warehouse
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/tcolmaster01, None

Dilapidated Plaza Card 1:
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dilapidated Plaza Card 2:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Dilapidated Plaza Card 3:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Location #5: 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: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Glass Pavilion Card 1 (Potion of Healing):
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Glass Pavilion Card 2:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Glass Pavilion Card 3:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Glass Pavilion Card 4:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Glass Pavilion Card 5:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
Glass Pavilion Card 6:
Knock
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
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.
Glass Pavilion Card 7:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Glass Pavilion Card 8:
Master Illusionist
None
Villain 2
Type: Monster
Traits:
Human
Trigger
Wizard
To Defeat:
Intelligence
Arcane
Wisdom
Perception 5
THEN Combat 15
When you examine this card, recharge a random card.
Before you act, each other character must succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or she cannot play cards during this encounter.
All damage dealt by the Master Illusionist is Mental damage that may not be reduced.
Glass Pavilion Card 9:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Location #6: Vizier's Hill
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Flenta Deck Builder||Smash Pack

Before Actions:

Discard Blessing of the Gods
Acrobatics 8 check from Yoons turn: 2d6 + 3 ⇒ (3, 1) + 3 = 7 Failed by 1.
fire Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Bury Leather Armor to reduce damage to 0.

Location Constitution 4 check: 1d6 ⇒ 3 Failed! Suffer Curse of Withering.

Examine top card of Dilapidated Plaza.

Kidnapper:

None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.

Choosing not to encounter the Kidnapper.

Start of Turn:
Explore location

Mumia Lab Card 1 (Trapped Locker):

MM
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
If defeated, draw an armor from the box.

Recharge Earthbreaker
Attempt to defeat Melee 11: 1d8 + 3 + 1d4 ⇒ (8) + 3 + (4) = 15 Defeated!

End turn:
Reset Hand
Curse of Withering in effect

Flenta wrote:

Hand: Disable Mechanism, Crowbar (Core), Topaz of Strength, Priest of Asmodeus, Call Weapon, Greatsword,

Displayed:
Deck: 7 Discard: 5 Buried: 2
Hero Points: 2

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods 4, Wendifisa Spear, Spear of the Watchful Guardian, Staff of Minor Healing, Staff of Minor Healing 2, Mahga Threefingers
Recharged: Earthbreaker (Core),
Discard Pile: Blessing of the Gods 2, Azaz Arafe and Zazu, Giantbane Greataxe, Blessing of the Gods 3, Blessing of the Gods,
Buried Pile: Khopesh, Leather Armor,

Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☑ +1 ☐ +2
Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon or Spell
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors, Weapons
POWERS:
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.


deck handler

Blessing of the Ancients in effect.

Move to Mumia Lab.

perception 5: 1d8 + 3 ⇒ (8) + 3 = 11

Flenta banishes Call Weapon to search Agna's deck for Giantbane Greataxe and give it to her. Skip my free explore. End turn. Examine the top card: Kidnapper. Choose to encounter it ignoring it's BYA.

Mumia Lab Card 2: Kidnapper:

None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.

combat 13 revealing Giantbane Greataxe: 1d10 + 1d12 + 5 ⇒ (8) + (2) + 5 = 15

Yoon recharges Blessing of the Green Faith.

combat 13 vs Crawling Hands to close revealing Giantbane Greataxe, blessed by green faith: 2d10 + 1d12 + 5 ⇒ (7, 5) + (4) + 5 = 21

Defeated by more then 4 so no bad effects. Mumia Lab is closed. Draw random item #4 Flash Freeze. Discard it and Brilliance of Ra before hand reset.

Agna wrote:

Hand: Giantbane Greataxe, Bone Lamellar, Crowbar, Frilled Lizard, Hatchetbird, Blessing of Wadjet, Dog (Core) 1,

Displayed:
Deck: 8 Discard: 5 Buried: 0
"Current Location: Mumia Lab
Hero Points: 2"
"NOTES:
Available Support: Blessings are available for use.
Product reroll: Unused.

Blessing of Wadjet: Discard this card to add 2d8 to any check to acquire a boon.

Movement: Move me to NA if my location closes.
Other: Hi I'm Agna! Please bot me if I need to Guard my location!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Scorpion Whip, Brilliance of Ra, Blessing of the Ancients 2, Earthbreaker, Staff of Minor Healing (Core), Blessing of the Elements, Droogami (Core), Crow (Core)
Recharged:
Discard Pile: Crowbar (Core), Blessing of the Gods, Greatclub +1, Blessing of the Ancients 1, Flash Freeze,
Buried Pile:
"
Skills and Powers:
SKILLS
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4

Melee Strength +2
"Perception Wisdom +3"
"Survival Wisdom +3"

Favored Card: Ally
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Weapons
POWERS:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 (☐+1) and that card's traits to your combat check.
At the end of your turn, you may examine the top (☐or bottom) card of your location deck

Mumia Lab is closed.

Flenta banishes Call Weapon.

Yoon recharges Blessing of the Green Faith.

Drew random item #4 Flash Freeze.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

At the start of your turn, you may examine the top card of another location deck.

When you move, succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or move to a random open location.

Additional Rules:

Cordelia Perseis:

Cohort
Traits: Aristocrat Human Wizard
At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

Scenario Level (#): 2

Turn: 19, Yoon/Iceman91

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Sun Falcon
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is discard from the blessings deck, banish it and draw a blessing from the box.

Spoiler:
Shasalqu
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.

Spoiler:
Scarab Swarm
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's 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.

Spoiler:
Crystal Stalker
MM
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Spoiler:
Bonecrusher Hyenamaster
MM
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.

Barriers
Spoiler:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Spoiler:
Collapsing Scaffolding
MM
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

Spoiler:
Burning Tar
MM
Barrier B
Traits:
Obstacle
Fire
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage; bury any cards you would discard as damage.

Spoiler:
Poison Blade Trap
MM
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at your location is dealt 1d4 Poison damage.

Spoiler:
The Third Law
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.

Weapons
Spoiler:
Shock Glaive +1
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 11
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 this check, you may discard this card to reroll the dice; take the new result.

Spoiler:
Chakram
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Elite
To Acquire:
Dexterity
Ranged 6
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Kopis
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Scorpion Whip
MM
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

Spoiler:
Kopis
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spells
Spoiler:
Augury
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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 on 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.

Spoiler:
Find Traps
MM
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
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.

Spoiler:
Cure
MM
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Spoiler:
Holy Light
MM
Spell B
Traits:
Magic
Divine
Attack
Elite
To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, instead use your Divine skill + 2d12.
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.

Spoiler:
Clinging Venom
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat 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 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Mystic Silk Coat
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Tussah Silk Coat
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.

Spoiler:
Mistmail
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Spoiler:
Crocodile Skin Lamellar
MM
Armor B
Traits:
Light Armor
Elite
To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

Items
Spoiler:
Acid Flask
MM
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic
To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

Spoiler:
Kohl of Uncanny Discernment
MM
Item B
Traits:
Accessory
Alchemical
To Acquire:
Intelligence
Perception 6
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.

Spoiler:
Burglar's Bracers
MM
Item B
Traits:
Accessory
Tool
To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.

Spoiler:
Osirion History Guide
MM
Item B
Traits:
Book
Basic
To Acquire:
Intelligence
Wisdom
Knowledge 3
Recharge this card to add 1 die to a Wisdom, Knowledge, or Survival non-combat check by a character at your location.

Spoiler:
Anubis Staff
MM
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis
To Acquire:
Arcane
Divine 6
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 a monster you encounter that has the Undead trait.

Allies
Spoiler:
Giant Slug
MM
Ally B
Traits:
Animal
Acid
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Acid trait to your combat check.
Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks.

Spoiler:
Honaire
MM
Loot B
Type: Ally
Traits:
Undead
Phantom
Owner: Estra
To Acquire:
None None
Put this card on top of your deck to draw a spell from your discard pile.
Put this card on top of your deck to add 1d10 and the Undead trait to your Strength, Constitution, or Perception check.
When you would discard this card as damage, recharge it instead.

Spoiler:
Dhabba
MM
Ally B
Traits:
Animal
Poison
Basic
To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Spoiler:
Camel
MM
Ally B
Traits:
Animal
Mount
Basic
To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Spoiler:
Nefti the Bard
MM
Ally B
Traits:
Human
Bard
Aspis
To Acquire:
Charisma
Diplomacy 8
If you fail 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 a weapon, an armor, or an item.
During the explore step of a character at your location, discard this card to allow her to explore her location.

Blessings
Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Spoiler:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.

Spoiler:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
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 your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Current Hour:

Blessing of Bastet:
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.

Hours Remaining: 11

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 1 Mavaro/tcolmaster01
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
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 deck. 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 non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 2 Flenta/Grizzly:
Spoiler:
Hourglass Card 2 Flenta/Grizzly
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 3 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 3 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 4 Yoon/Iceman91:
Spoiler:
Hourglass Card 4 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 5 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 5 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 6 Flenta/Grizzly:
Spoiler:
Hourglass Card 6 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 7 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 7 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 8 Yoon/Iceman91:
Spoiler:
Hourglass Card 8 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 9 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 10 Flenta/Grizzly:
Spoiler:
Hourglass Card 10 Flenta/Grizzly
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 11 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 11 Agna/Bigguyinblack
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Location #1: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Dye Market Card 1 (Kidnapper):
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dye Market Card 2:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
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.
Dye Market Card 3:
Armor of the Sands
MM
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.
Dye Market Card 4:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Location #2: Mumia Lab
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Grizzly, Agna/Bigguyinblack, Yoon/Iceman91, None

Location #3: Warehouse
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Mavaro/tcolmaster01, None

Dilapidated Plaza Card 1 (Kidnapper):
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dilapidated Plaza Card 2:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
Dilapidated Plaza Card 3:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Location #5: 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: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Glass Pavilion Card 1 (Potion of Healing):
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Glass Pavilion Card 2:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Glass Pavilion Card 3:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Glass Pavilion Card 4:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Glass Pavilion Card 5:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
Glass Pavilion Card 6:
Knock
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
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.
Glass Pavilion Card 7:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Glass Pavilion Card 8:
Master Illusionist
None
Villain 2
Type: Monster
Traits:
Human
Trigger
Wizard
To Defeat:
Intelligence
Arcane
Wisdom
Perception 5
THEN Combat 15
When you examine this card, recharge a random card.
Before you act, each other character must succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or she cannot play cards during this encounter.
All damage dealt by the Master Illusionist is Mental damage that may not be reduced.
Glass Pavilion Card 9:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Location #6: Vizier's Hill
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Deck Handler

Agna's turn: Recharge Blessing of the Green Faith

Yoon's turn
.

Hour of Bastet

Start of turn, no point in examining anything.

Move to Dye Market
Arcane 5: 1d8 + 1 ⇒ (1) + 1 = 2 Failure
Move to 1d3 ⇒ 2 Dilapidated Plaza instead.

Free explore of Plaza #1: Kidnapper
Bury Cloud Puff to ignore BYA.
Reveal Force Missile for ability, reveal Dwarf Caiman, cast Fan of Flames

Combat 13: 1d10 + 3 + 1d8 + 1d6 + 1d6 ⇒ (3) + 3 + (2) + (3) + (6) = 17 Success!

Attempt to close Plaza
Discard BotG
Diplomacy 6: 1d4 + 1d4 ⇒ (1) + (2) = 3 Failure
Use accessory reroll on the first die

Diplomacy 6: 1d4 + 2 ⇒ (4) + 2 = 6 Success!

Ability to bury a card for a reroll is now available

End turn
Recharge Fan of Flames - Fort 5 is automatic
Draw 3, set aside the only three in discard, bury Minnothet, heal Cleric of Nethys and BotG.
Cast Remove Curse and remove Withering from Flenta

Yoon wrote:

Hand: Force Missile (Core), Elemental Treaty, Feather of Maat, Raven, Dwarf Caiman,

Displayed:
Deck: 11 Discard: 0 Buried: 5
Hero Points: 2
NOTES:
Available Support: Elemental Treaty (reducing element damage locally) and Force Missile (2d4 to a distant combat) are available
Other: The 'discard from top of deck' ability is available, but please ask if Yoon's deck is below 6 cards.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gom-Gom, Cleric of Nethys, Blessing of the Gods 1, Searing Flesh, Blessing of the Gods 2, Quarterstaff of Vaulting (Core), Hide Armor of Fire Resistance, Blessing of the Green Faith 2, Fan of Flames, Blessing of the Green Faith 1
Recharged: Remove Curse,
Discard Pile:
Buried Pile: Primal Attunement, Hand of the Honest Man, Antitoxin, Cloud Puff, Minnothet,

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Acrobatics: Dex +2
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Con +2
Intelligence d6 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☑ +1 ☐ +2 ☐ +3
Arcane: Cha +0

Favored Card: Spell
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Fire
POWERS:
For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard that card to add another 1d6 (□ plus the discarded card's level).
On a local combat check, you may discard the top card of your deck to add 1d4 and the Fire trait. If it is a blessing (□ or a spell), add another 1d4.
When you reset, after you draw cards, you may set aside an equal number of random cards from your discards, bury 1, and heal the rest.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic

Out of Turn Updates: None

Turn - Hour: Bastet
Top Card: Detect Undead
Skills as Knowledge: Wisdom/Divine
SOT: None
Give Card: None
Move: Wis 5: 1d8 + 1d6 + 1d4 + 2 ⇒ (5) + (4) + (3) + 2 = 14 Move to Glass Pavilion
Location Powers: At the start of your turn, examine the top card of your location.
Explore: Potion of Healing

Int 5: 1d8 + 1d6 + 1d4 ⇒ (2) + (2) + (1) = 5

Mavaro ends their turn.

Mavaro attempts to recover all cards in their Recovery pile.

Mavaro resets their hand.

[u]Summary[/u]
Acquired: None
Banished: Potion of Healing
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
"

Mavaro wrote:

Hand: Spellbook, Light Crossbow, Holy Javelin, Blessing of Maat, Chronicler 2, Chronicler,

Displayed: Detect Undead,
Deck: 11 Discard: 1 Buried: 2
Hero Points: 2
NOTES:
Available Support: Blessings are available for use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Pyrotechnic Blast, Blessing of Abraxas, The Missing Eye, Crystal Mail, Bestiary of Garund, Cure , Clinging Venom, Game of Afterlife, Blessing of Pharasma, Blessing of the Spellbound, Wand of Detect Magic
Recharged:
Discard Pile: Ubashki,
Buried Pile: Commune, Mind Thrust,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowledge: Int +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wis +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: None}
Hand Size: 6 ☐ 7
Proficiencies:
Arcane, Divine, Light Armors ☐ Heavy Armor, Weapons
POWERS:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of the card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


During This Adventure: The scourge die is 1d6.

If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor (proxy with Tablet of Languages Lost).

During This Scenario: Cohort: Cordelia Perseis (proxy with the trader Hadden Hoppert)

At the start of your turn, you may examine the top card of another location deck.

When you move, succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or move to a random open location.

Additional Rules:

Cordelia Perseis:

Cohort
Traits: Aristocrat Human Wizard
At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

Scenario Level (#): 2

Turn: 21, Flenta/Grizzly

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Magma Spirit
MM
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.

Spoiler:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your 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.

Spoiler:
Sand Creeper
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check or encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge any cards that have the Electricity trait.

Spoiler:
Yellow Jelly
MM
Monster B
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8
The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
If the check to defeat has the Acid or Cold trait, add 3.
After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

Spoiler:
Emperor Cobra
MM
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
If the check to defeat has the Cold or Fire trait, add 1d8.
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.

Barriers
Spoiler:
Falling Rubble
MM
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn, and at the end of the turn, may succeed at a Strength 10 check to banish this barrier.
If defeated, you may explore your location.

Spoiler:
Memories of Violence
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

Spoiler:
Collapsing Scaffolding
MM
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

Spoiler:
Stabbing Spear Staircase
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
If defeated, you may explore again.

Spoiler:
Wall Scythes
MM
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage;, then recharge your hand; put this card on top of its location deck.

Weapons
Spoiler:
Djinni Quarterstaff
MM
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
To Acquire:
Strength
Melee 6
OR Arcane
Divine 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Discard this card to shuffle your location deck; you may succeed at an Arcane or Divine 10 check to recharge this card instead.

Spoiler:
Kopis
MM
Weapon B
Traits:
Knife
Ranged
Slashing
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
On your combat check, if you played another weapon, discard this card to add 1d4.

Spoiler:
Staff of Focus
MM
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
To Acquire:
Strength
Melee
Arcane
Divine 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

Spoiler:
Blowgun
MM
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic
To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

Spoiler:
Scimitar
MM
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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.

Spells
Spoiler:
Cure
MM
Spell B
Traits:
Magic
Divine
Healing
Basic
To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Spoiler:
Unshakable Chill
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster 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 8 check to recharge this card instead of discarding it.

Spoiler:
Fiery Glare
MM
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
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.

Spoiler:
Augury
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
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 on 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.

Spoiler:
Remove Curse
MM
Spell B
Traits:
Magic
Arcane
Divine
Basic
To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
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.

Armors
Spoiler:
Catching Cape
MM
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
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.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Mistmail
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Spoiler:
Armored Kilt
MM
Armor B
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

Spoiler:
Mystic Silk Coat
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
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 play another armor.

Items
Spoiler:
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Spoiler:
Djinn Favor Amulet
MM
Item 1
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

Spoiler:
Hand of the Guilty Man
MM
Item 2
Traits:
Accessory
Magic
Mummy
To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.

Spoiler:
Alchemist's Kit
MM
Item B
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 6
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

Spoiler:
Kohl of Uncanny Discernment
MM
Item B
Traits:
Accessory
Alchemical
To Acquire:
Intelligence
Perception 6
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.

Allies
Spoiler:
Qasin
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
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.

Spoiler:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.

Spoiler:
Porcupine
MM
Ally B
Traits:
Animal
Basic
To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Osirion Ancestor
MM
Ally B
Traits:
Undead
Ghost
Incorporeal
To Acquire:
Divine
Charisma
Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

Spoiler:
Nefti the Bard
MM
Ally B
Traits:
Human
Bard
Aspis
To Acquire:
Charisma
Diplomacy 8
If you fail 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 a weapon, an armor, or an item.
During the explore step of a character at your location, discard this card to allow her to explore her location.

Blessings
Spoiler:
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
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.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Current Hour:

Blessing of the Elements:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Hours Remaining: 9

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 1 Agna/Bigguyinblack
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
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.
Discard this card to add 2 dice to any 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.
Hourglass Card 2 Yoon/Iceman91:
Spoiler:
Hourglass Card 2 Yoon/Iceman91
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 3 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 3 Mavaro/tcolmaster01
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 4 Flenta/Grizzly:
Spoiler:
Hourglass Card 4 Flenta/Grizzly
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 5 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 5 Agna/Bigguyinblack
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 6 Yoon/Iceman91:
Spoiler:
Hourglass Card 6 Yoon/Iceman91
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Mavaro/tcolmaster01:
Spoiler:
Hourglass Card 7 Mavaro/tcolmaster01
Sovereign Court Favor
None
Favor 2
Traits:
While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Hourglass Card 8 Flenta/Grizzly:
Spoiler:
Hourglass Card 8 Flenta/Grizzly
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hourglass Card 9 Agna/Bigguyinblack:
Spoiler:
Hourglass Card 9 Agna/Bigguyinblack
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
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 to any 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.

Location #1: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Dye Market Card 1 (Kidnapper):
Kidnapper
None
Henchman 2
Type: Monster
Traits:
Human
Rogue
Trigger
To Defeat:
Combat 13
OR Diplomacy
Perception 9
When you examine this card, you may encounter it. If you do, ignore its before you act power.
Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.
If defeated, you may immediately attempt to close the location this henchman came from.
Dye Market Card 2:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
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.
Dye Market Card 3:
Armor of the Sands
MM
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
Recharge this card to add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.
Dye Market Card 4:
Filter Hood
MM
Armor B
Traits:
Accessory
Light Armor
Elite
To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

Location #2: Mumia Lab
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Flenta/Grizzly, Agna/Bigguyinblack, None

Location #3: Warehouse
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/Iceman91, None

Location #5: 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: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Mavaro/tcolmaster01, None

Glass Pavilion Card 1:
Shock Toad
MM
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Glass Pavilion Card 2:
Ghost Scorpion
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Glass Pavilion Card 3:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Glass Pavilion Card 4:
Dry Quicksand
MM
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
Glass Pavilion Card 5:
Knock
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
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.
Glass Pavilion Card 6:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
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.
Glass Pavilion Card 7:
Master Illusionist
None
Villain 2
Type: Monster
Traits:
Human
Trigger
Wizard
To Defeat:
Intelligence
Arcane
Wisdom
Perception 5
THEN Combat 15
When you examine this card, recharge a random card.
Before you act, each other character must succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or she cannot play cards during this encounter.
All damage dealt by the Master Illusionist is Mental damage that may not be reduced.
Glass Pavilion Card 8:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
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, and must first choose allies to discard as damage, if he has any.

Location #6: Vizier's Hill
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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