Outpost 2021 - Hawkmoon's PACS Wandering Way With Specials (Inactive)

Game Master Hawkmoon269

Group deck handler


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Figuring Out Kyra's hand:

Hand: Desna's Freedom, The Dance, Gorum's Iron, Giantbane Greataxe, Sarenrae's Light,
Reloaded:
Middle of Deck (Unknown Order): Prayer, Enchant Weapon, Acolyte (Core), Chain Mail (Core), Divine Insight, Sling (Core), Cure (Core), Soothing Word, Staff of Minor Healing (Core), Iomedae's Justice, Abadar's Law, Holy Symbol
Recharged:
Discard Pile:
Buried Pile:

Healed a random card The Dance or Gorum's Iron
Random: 1d2 ⇒ 2

Hand: , Giantbane Greataxe, Holy Light
Reloaded:
Middle of Deck (Unknown Order): Prayer, Enchant Weapon, Acolyte (Core), Chain Mail (Core), Divine Insight, Sling (Core), Cure (Core), Soothing Word, Staff of Minor Healing (Core), Iomedae's Justice, Abadar's Law, Holy Symbol, Wolf, Sarenrae's Light, Desna's Freedom, Gorum's Iron
Recharged:
Discard Pile: The Dance
Buried Pile:

Then drawing...
Draw: 1d16 ⇒ 16 Gorum's Iron
Draw: 1d15 ⇒ 2 Enchant Weapon
Draw: 1d14 + 1 ⇒ (5) + 1 = 6 Sling

So...

Hand: Giantbane Greataxe, Holy Light, Enchant Weapon, Gorum's Iron, Sling (Core)
Reloaded:
Middle of Deck (Unknown Order): Prayer, Acolyte (Core), Chain Mail (Core), Divine Insight, Cure (Core), Soothing Word, Staff of Minor Healing (Core), Iomedae's Justice, Abadar's Law, Holy Symbol, Wolf, Sarenrae's Light, Desna's Freedom,
Recharged:
Discard Pile: The Dance
Buried Pile:


Deck Handler

Off-turn: recharge Peacock

Mel's turn
Hour of the Ancients

Move to Elemental Trenches

Free explore of Trenches #1: Stabbing Spear Staircase

Spoiler:
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.

Lots of damage reduction that I need to cycle, so...
Perception 6+1=7: 1d6 + 2 ⇒ (5) + 2 = 7 hey, success!

Bonus explore of Trenches #2: Caryatid Column

Spoiler:
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.

Immune to attack? Pass.
Recharge two random cards (Bracers, Life Drain) to evade and move to a different location: 1d7 ⇒ 7 Sculptor's Lair

End turn

Meligaster wrote:

Hand: Spiritual Ally, Locate Object (Core), Volcanic Storm, Shield Cloak, Gem of Mental Acuity (Core), Psychic Detective,

Displayed: Curse of Withering,
Deck: 11 Discard: 1 Buried: 0
Hero Points: 1
Used Accessory Reroll: N
NOTES:
Available Support: Spiritual Ally is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fortune-teller, Lightning Bolt (Core), Sage, Blessing of the Gods, Vampiric Touch, Flame Staff (Core), Blessing of Abadar
Recharged: Acadamae Student, The Peacock, Bracers of Protection (Core), Life Drain (Core),
Discard Pile: Mindblade,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) plus the card's level and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Hour of Elements

Give card to Meligaster: Potion of Healing


Free explore and encounter Galvanic Chakram +1

Ranged 8: 1d4 ⇒ 3 Banished...And not dex! Tricky goblin

Discard Blessing of Venkelvore and recharge top card, Reformarium Servant, to explore and encounter Vanth
Reveal Vicious Scythe. Recharge Kyra's Gorum's Iron

Combat 13+1: 1d8 + 2 + 1d8 + 1 + 1d8 ⇒ (5) + 2 + (7) + 1 + (6) = 21
AYA Scourge: 1d10 ⇒ 6 What luck! Curse of Withering!

End of turn, move to Catacombs

The mindling looks clearly shaken. Grenek offers him some blood bog booze.

Grenek neatly avoids a scorched chakram, too many bad writings on it. And it looks cursed.
Speaking of curses, a wicked psychopomp Vanth tries to tear the bunny eared goblin apart and was met with a more wicked scythe, and is now in bite-sized pieces. As it perished it spoke the same curse that pervades this place.
With that, Grenek joins Adowyn to "borrow" her wolf.

Grenek wrote:

Hand: Vicious Scythe, Portable Sarcophagus, Glamered Leather Armor, Crowbar, Pit Gladiator, The Bear,

Displayed: Curse of Withering, Studded Leather Armor,
Deck: 8 Discard: 2 Buried: 1
Current Location: Catacombs
Hero Points: 4
NOTES:
Other: Local Check Against Monster: Discard to add 1d4 Pierce. (Portable Sarcophagus and Crowbar)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mighty Gugmuff XXXII, Earthbreaker, Blessing of Lady Lastbreath, Giantbane Greataxe, War Drum, Xoff, Swordbreaker
Recharged: Reformarium Servant,
Discard Pile: Runewell's Echo, Blessing of Venkelvore,
Buried Pile: Beehive,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +0

Favored Card: Melee Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster, you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude.
On a a local check against a monster, you may discard (☐ or recharge) a card to add 1d4 (☐ 1d6) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you.


Gave Meligaster Potion of Healing
Recharged Kyra's Gorum's Iron
Sculptors Lair: Banished 1-2


Deck Handler

Turn 11: The hour is Blessing of Nethys
.
.
.
.

Hand Grenek Leryn. Take good care of him.

Free exploration: Skull Ripper
Shock Longbow +1, Kyra's Enchant Weapon
Combat 14: 1d10 + 4 + 1d8 + 1 + 1d4 + 3 ⇒ (3) + 4 + (6) + 1 + (3) + 3 = 20
Success
Defeated

Ending my turn to not deal with the Lightning Storm yet.

Adowyn wrote:

Hand: Shock Longbow +1, Wendifisa Spear, Crocodile Skin Armor, Cloud Puff, Crow, Blessing of Achaekek,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Catacombs
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Erastil, Nirmathas Longbow, Archer's Bracers, Bloodscent, Aspect of the Falcon, Aspect of the Monkey
Recharged: Fox, Leryn (Ally), Canopic Wrap, Blessing of the Greenfaith,
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.


Recover on Enchant Weapon
Divine 6: 1d10 + 5 ⇒ (2) + 5 = 7
Success
Recharged

Kyra's turn
Turn 12
The hour is Blessing of Abadar

Free exploration: Tomb Raider
Basic. So banish that for...

Miau Pakhet:

MM Ally P
Traits: Catfolk Bard Gambling
To Acquire: Charisma Diplomacy 13
After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result. Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location.

Not going to happen.
Banish

Ending turn.

Draw 1: 1d13 ⇒ 11 Wolf
Draw 2: 1d12 ⇒ 3 Chain Mail

Hand: Giantbane Greataxe, Holy Light, Sling (Core), Wolf, Chain Mail (Core)
Reloaded:
Middle of Deck (Unknown Order): Prayer, Acolyte (Core), Divine Insight, Cure (Core), Soothing Word, Staff of Minor Healing (Core), Iomedae's Justice, Abadar's Law, Holy Symbol, Sarenrae's Light, Desna's Freedom,
Recharged: Gorum's Iron, Enchant Weapon
Discard Pile: The Dance
Buried Pile:


During This Adventure:

During This Scenario: The difficulty of checks to defeat is increased by the number of closed locations.

When you close the Guardian Vault, if at least 4 other locations are closed, the party gets the loot Nexus Crystal; for the rest of the adventure, during the first turn of each scenario, a character may draw it.

Additional Rules:

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.

Scenario Level (#): 6

Turn: 13, Lirianne/wkover

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:
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:
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:
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:
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:
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.

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:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. 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:
Symbol of Fear
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

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:
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:
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:
Whip
MM
Weapon C
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:
Cat's Claws
MM
Weapon C
Traits:
Accessory
Melee
Piercing
Elite
To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.

Spoiler:
Fighting Crook
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.

Spells
Spoiler:
Unshakable Chill
MM
Spell C
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:
Symbol of Pain
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. 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 11 check to recharge it instead.

Spoiler:
Mummify Self
MM
Spell P
Traits:
Magic
Divine
To Acquire:
WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.

Spoiler:
Elemental Treaty
MM
Spell C
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:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Armors
Spoiler:
Tussah Silk Coat
MM
Armor C
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card 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 armor, bury it instead.

Spoiler:
Armor of the Sands
MM
Armor C
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or 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.

Spoiler:
Clawhand Shield
MM
Armor 3
Traits:
Shield
Offhand
To Acquire:
Constitution
Fortitude 6
OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.

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.

Spoiler:
Armored Coat
MM
Armor C
Traits:
Heavy Armor
Elite
To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3; you may also play an armor that has the Light Armor trait.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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:
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:
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:
Ghost Battling Ring
MM
Item C
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:
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.

Allies
Spoiler:
Fire Gecko
MM
Ally C
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 do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

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:
Reta Bigbad
MM
Ally P
Traits:
Goblin
Fighter
Veteran
To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song


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:
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.

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 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 Pharasma
MM
Blessing C
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 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 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: 17

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Meligaster/Iceman91:
Spoiler:
Hourglass Card 1 Meligaster/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 2 Grenek/NathanDavis:
Spoiler:
Hourglass Card 2 Grenek/NathanDavis
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 3 Adowyn/Hawkmoon
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 4 Kyra/Nickademus:
Spoiler:
Hourglass Card 4 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 5 Lirianne/wkover
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 6 Meligaster/Iceman91:
Spoiler:
Hourglass Card 6 Meligaster/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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 7 Grenek/NathanDavis
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 8 Adowyn/Hawkmoon
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.
Hourglass Card 9 Kyra/Nickademus:
Spoiler:
Hourglass Card 9 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 10 Lirianne/wkover
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 11 Meligaster/Iceman91:
Spoiler:
Hourglass Card 11 Meligaster/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 12 Grenek/NathanDavis:
Spoiler:
Hourglass Card 12 Grenek/NathanDavis
Blessing of Bastet
MM
Blessing C
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 13 Adowyn/Hawkmoon
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 14 Kyra/Nickademus:
Spoiler:
Hourglass Card 14 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 15 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 16 Meligaster/Iceman91
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 17 Grenek/NathanDavis:
Spoiler:
Hourglass Card 17 Grenek/NathanDavis
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.

Location #1: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Alchemical Laboratory Card 1:
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.
Alchemical Laboratory Card 2:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Alchemical Laboratory Card 3:
Crowbar
MM
Item C
Traits:
Tool
Basic
To Acquire:
Strength 3
Reveal this card to add 1 die to your Strength non-combat check, or 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.
Alchemical Laboratory Card 4:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Alchemical Laboratory 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.
Alchemical Laboratory Card 6:
Alchemical Golem
MM
Henchman C
Type: Monster
Traits:
Construct
Alchemical
To Defeat:
Combat 10
The Alchemical Golem is immune to the Attack, Mental, and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Alchemical Laboratory Card 7:
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.
Alchemical Laboratory Card 8:
Library Curator
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

Location #2: Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 2 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Adowyn/Hawkmoon, Grenek/NathanDavis,
Catacombs Card 1 (Lightning Storm):
Lightning Storm
MM
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to your location.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Catacombs Card 2:
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.
Catacombs Card 3:
Korsan, Mistress of Filth
RoB
Villain 3
Type: Monster
Traits:
Ratfolk
Alchemist
To Defeat:
Combat 18
Before you act, each character at your location attempts a Dexterity or Acrobatics 8 check. Each
character that succeeds is dealt 1 Fire damage; each character that fails is dealt 1d4 Fire damage.

If there are 10 or more cards in the blessings discard pile, Korsan requires a second Combat 18 check to defeat. If there are 20 or more cards in the blessings discard pile, Korsan requires a third Combat 18 check to defeat.

Catacombs Card 4:
Staff of Uraeus
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
To Acquire:
Strength
Melee
Charisma 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
Catacombs Card 5:
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.
Catacombs Card 6:
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.
Catacombs 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.
Catacombs Card 8:
Blasphemous Priest
MM
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Location #3: Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:
Crypt Card 1:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
Crypt 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.
Crypt Card 3:
Insanity Mist
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
Crypt Card 4:
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.
Crypt Card 5:
Beheaded
MM
Henchman 1
Type: Monster
Traits:
Undead
To Defeat:
Combat 12
OR Arcane
Divine 10
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
If defeated, you may immediately attempt to close the location this henchman came from.
Crypt Card 6:
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.
Crypt Card 7:
The Evil Eye
MM
Barrier C
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.
Crypt Card 8:
Smoked Glass Goggles
MM
Item C
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.
Crypt Card 9:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Crypt Card 10:
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.

Location #4: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lirianne/wkover, Corridor Dart Trap
Elemental Trenches Card 1:
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.
Elemental Trenches Card 2:
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.
Elemental Trenches Card 3:
Dance of the Dead
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Elemental Trenches Card 4:
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.
Elemental Trenches Card 5:
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.
Elemental Trenches Card 6:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Elemental Trenches Card 7:
Paracletus
MM
Henchman B
Type: Monster
Traits:
Outsider
Elemental
To Defeat:
Combat 11
OR Wisdom
Knowlege 9
Before you act, choose a card that has the Acid, Bludgeoning, Cold, Electricity, Fire, or Poison trait and roll 1d6. On a 1 or 2, bury that card. On a 3 or 4, discard it.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Guardian Vault Card 1:
Akitar
MM
Henchman 3
Type: Monster
Traits:
Trigger
Sphinx
To Defeat:
Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
On your check to defeat, you may bury any number of allies; for each ally buried, add 4.
If defeated, you may immediately attempt to close the location this henchman came from.
Guardian Vault Card 2:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Guardian Vault Card 3:
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.
Guardian Vault Card 4:
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.
Guardian Vault Card 5:
Alchemical Gas
MM
Barrier C
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.
Guardian Vault Card 6:
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.
Guardian Vault Card 7:
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.
Guardian Vault Card 8:
Magnifying Glass
MM
Item C
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.
Guardian Vault Card 9:
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.
Guardian Vault Card 10:
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.

Location #6: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #7: 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: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Mumia Lab Card 1 (Theletos):
Theletos
MM
Henchman 3
Type: Monster
Traits:
Trigger
Outsider
To Defeat:
Combat 18
OR Knowledge
Diplomacy
Divine 14
When you examine this card, if a card that has the Curse trait is displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
All damage dealt by Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Mumia Lab Card 2:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 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.
Mumia Lab 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.
Mumia Lab Card 4:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Mumia Lab Card 5:
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.
Mumia Lab Card 6:
Pahmet Clansman
MM
Ally C
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.
Mumia Lab Card 7:
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.
Mumia Lab Card 8:
Knot of Isis
MM
Item 3
Traits:
Trigger
Object
Magic
To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.
Mumia Lab Card 9:
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.

Location #8: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meligaster/Iceman91, Kyra/Nickademus,
Sculptors Lair Card 1:
Caryatid Column
RoB
Henchman 3
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 13
The Caryatid Column is immune to the Attack, Mental, and Poison traits.

When you play a weapon against the Caryatid Column, bury that weapon; for each weapon you
played, subtract 1 from each die on the check to defeat.

If defeated, you may immediately attempt to close the location this henchman came from.

Sculptors Lair Card 2:
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.
Sculptors Lair Card 3:
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.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Hour: Ancients.

Move to Crypt, encounter Crocodile.

Combat 19 (18+1) w/ blunderbuss (withered, burying spear), discarding dagger: 2d8 + 4 + 2d6 + 2d4 ⇒ (4, 4) + 4 + (1, 1) + (2, 1) = 17 - use Paizo reroll on last d6

Combat 19 (18+1) w/ blunderbuss (withered, burying spear), discarding dagger: 16 + 1d6 ⇒ 16 + (3) = 19 - croc defeated

Recharge Caster to examine bottom 3 cards of Crypt: Smoked Glass Goggles, Guecubu, Shield Cloak.

Lirianne wrote:

Hand: Blessing of Milani, Chain Lightning, Blunderbuss, Shock Musket +1, Toxic Blunderbuss +1, Crowbar (Core),

Displayed: Curse of Withering,
Deck: 10 Discard: 3 Buried: 1
Hero Points: 2

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity+2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([X] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? y

Bottom 3 cards of Crypt are known (see above). Milani is available, but I'm trying to save it for the Crypt closing.


Deck Handler

Off-turn: receive potion of healing

Mel's turn
Hour of the Ancients

Give Potion of Healing to Kyra

Move to Crypt
Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.

Free explore of Crypt #2: Bone Lamellar

Spoiler:
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.

Reveal Psychic Detective for ability
Con 6: 1d4 + 1d4 ⇒ (4) + (2) = 6 Success

End turn
Ditching Locate Object, as it seems like a bad idea in this scenario. Also discarding the Lamellar - need to draw some allies or blessings.

---

Handing the hot-potato potion to Kyra, Mel ambles over to the Crypt. Smiling up at Lirianne, he taps on the side of one of the tombs, and a small armor cache dumps its contents onto the ground.
As if to say, "Presto," he picks up the suit of Lamellar and tosses it to his detective friend.

Meligaster wrote:

Hand: Spiritual Ally, Volcanic Storm, Shield Cloak, Gem of Mental Acuity (Core), Sage, Psychic Detective,

Displayed: Curse of Withering,
Deck: 10 Discard: 3 Buried: 0
Hero Points: 1
Used Accessory Reroll: N
NOTES:
Available Support: Spiritual Ally is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lightning Bolt (Core), Flame Staff (Core), Vampiric Touch, Blessing of Abadar, Blessing of the Gods, Fortune-teller
Recharged: Acadamae Student, The Peacock, Bracers of Protection (Core), Life Drain (Core),
Discard Pile: Mindblade, Bone Lamellar, Locate Object (Core),
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) plus the card's level and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


During This Adventure:

During This Scenario: The difficulty of checks to defeat is increased by the number of closed locations.

When you close the Guardian Vault, if at least 4 other locations are closed, the party gets the loot Nexus Crystal; for the rest of the adventure, during the first turn of each scenario, a character may draw it.

Additional Rules:

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.

Scenario Level (#): 6

Turn: 15, Grenek/NathanDavis

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:
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:
Blasphemous Priest
MM
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

Barriers
Spoiler:
Lightning Storm
MM
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

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:
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:
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:
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.

Weapons
Spoiler:
Explorer's Staff
MM
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 2
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.
Discard this card to add 2 dice to your Disable check.

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:
Explorer's Staff
MM
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic
To Acquire:
Strength
Melee 2
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.
Discard this card to add 2 dice to your Disable check.

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:
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:
Caustic Fog
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.

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:
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:
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.

Spoiler:
Acid Jet
MM
Spell C
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, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Crocodile Skin Armor
MM
Armor C
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:
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:
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 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 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.

Items
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.

Spoiler:
Burglar's Bracers
MM
Item C
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:
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:
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.

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:
Fire Gecko
MM
Ally C
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 do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

Spoiler:
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.

Spoiler:
Reta Bigbad
MM
Ally P
Traits:
Goblin
Fighter
Veteran
To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song


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.

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 Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Spoiler:
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

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.

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: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 1 Adowyn/Hawkmoon
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 2 Kyra/Nickademus:
Spoiler:
Hourglass Card 2 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 3 Lirianne/wkover
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 4 Meligaster/Iceman91:
Spoiler:
Hourglass Card 4 Meligaster/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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 5 Grenek/NathanDavis
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 6 Adowyn/Hawkmoon
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.
Hourglass Card 7 Kyra/Nickademus:
Spoiler:
Hourglass Card 7 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 8 Lirianne/wkover
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 9 Meligaster/Iceman91:
Spoiler:
Hourglass Card 9 Meligaster/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 10 Grenek/NathanDavis:
Spoiler:
Hourglass Card 10 Grenek/NathanDavis
Blessing of Bastet
MM
Blessing C
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 11 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 12 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 13 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 14 Meligaster/Iceman91
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 15 Grenek/NathanDavis:
Spoiler:
Hourglass Card 15 Grenek/NathanDavis
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.

Location #1: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Alchemical Laboratory Card 1:
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.
Alchemical Laboratory Card 2:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Alchemical Laboratory Card 3:
Crowbar
MM
Item C
Traits:
Tool
Basic
To Acquire:
Strength 3
Reveal this card to add 1 die to your Strength non-combat check, or 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.
Alchemical Laboratory Card 4:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Alchemical Laboratory 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.
Alchemical Laboratory Card 6:
Alchemical Golem
MM
Henchman C
Type: Monster
Traits:
Construct
Alchemical
To Defeat:
Combat 10
The Alchemical Golem is immune to the Attack, Mental, and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Alchemical Laboratory Card 7:
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.
Alchemical Laboratory Card 8:
Library Curator
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

Location #2: Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 2 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Adowyn/Hawkmoon, Grenek/NathanDavis,
Catacombs Card 1 (Lightning Storm):
Lightning Storm
MM
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to your location.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Catacombs Card 2:
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.
Catacombs Card 3:
Korsan, Mistress of Filth
RoB
Villain 3
Type: Monster
Traits:
Ratfolk
Alchemist
To Defeat:
Combat 18
Before you act, each character at your location attempts a Dexterity or Acrobatics 8 check. Each
character that succeeds is dealt 1 Fire damage; each character that fails is dealt 1d4 Fire damage.

If there are 10 or more cards in the blessings discard pile, Korsan requires a second Combat 18 check to defeat. If there are 20 or more cards in the blessings discard pile, Korsan requires a third Combat 18 check to defeat.

Catacombs Card 4:
Staff of Uraeus
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
To Acquire:
Strength
Melee
Charisma 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
Catacombs Card 5:
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.
Catacombs Card 6:
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.
Catacombs 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.
Catacombs Card 8:
Blasphemous Priest
MM
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Location #3: Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Meligaster/Iceman91, Lirianne/wkover,
Crypt Card 1:
Insanity Mist
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
Crypt Card 2:
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.
Crypt Card 3:
Beheaded
MM
Henchman 1
Type: Monster
Traits:
Undead
To Defeat:
Combat 12
OR Arcane
Divine 10
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
If defeated, you may immediately attempt to close the location this henchman came from.
Crypt Card 4:
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.
Crypt Card 5:
The Evil Eye
MM
Barrier C
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.
Crypt Card 6:
Smoked Glass Goggles
MM
Item C
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.
Crypt Card 7:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Crypt Card 8:
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.

Location #4: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Corridor Dart Trap
Elemental Trenches Card 1:
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.
Elemental Trenches Card 2:
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.
Elemental Trenches Card 3:
Dance of the Dead
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Elemental Trenches Card 4:
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.
Elemental Trenches Card 5:
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.
Elemental Trenches Card 6:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Elemental Trenches Card 7:
Paracletus
MM
Henchman B
Type: Monster
Traits:
Outsider
Elemental
To Defeat:
Combat 11
OR Wisdom
Knowlege 9
Before you act, choose a card that has the Acid, Bludgeoning, Cold, Electricity, Fire, or Poison trait and roll 1d6. On a 1 or 2, bury that card. On a 3 or 4, discard it.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Guardian Vault Card 1:
Akitar
MM
Henchman 3
Type: Monster
Traits:
Trigger
Sphinx
To Defeat:
Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
On your check to defeat, you may bury any number of allies; for each ally buried, add 4.
If defeated, you may immediately attempt to close the location this henchman came from.
Guardian Vault Card 2:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Guardian Vault Card 3:
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.
Guardian Vault Card 4:
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.
Guardian Vault Card 5:
Alchemical Gas
MM
Barrier C
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.
Guardian Vault Card 6:
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.
Guardian Vault Card 7:
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.
Guardian Vault Card 8:
Magnifying Glass
MM
Item C
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.
Guardian Vault Card 9:
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.
Guardian Vault Card 10:
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.

Location #6: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #7: 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: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Mumia Lab Card 1 (Theletos):
Theletos
MM
Henchman 3
Type: Monster
Traits:
Trigger
Outsider
To Defeat:
Combat 18
OR Knowledge
Diplomacy
Divine 14
When you examine this card, if a card that has the Curse trait is displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
All damage dealt by Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Mumia Lab Card 2:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 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.
Mumia Lab 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.
Mumia Lab Card 4:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Mumia Lab Card 5:
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.
Mumia Lab Card 6:
Pahmet Clansman
MM
Ally C
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.
Mumia Lab Card 7:
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.
Mumia Lab Card 8:
Knot of Isis
MM
Item 3
Traits:
Trigger
Object
Magic
To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.
Mumia Lab Card 9:
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.

Location #8: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kyra/Nickademus,
Sculptors Lair Card 1:
Caryatid Column
RoB
Henchman 3
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 13
The Caryatid Column is immune to the Attack, Mental, and Poison traits.

When you play a weapon against the Caryatid Column, bury that weapon; for each weapon you
played, subtract 1 from each die on the check to defeat.

If defeated, you may immediately attempt to close the location this henchman came from.

Sculptors Lair Card 2:
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.
Sculptors Lair Card 3:
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.


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Off Turn, receive Leryn. Displayed. Thanks Adowyn!

Hour of the Ancients

Give card to Adowyn: Portable Sarcophagus


Move to Sculpter's Lair
Free explore and encounter Caryatid Column
Sharp Pointy Teeth: Discard Crowbar. Adowyn discards Blessing of Achaekek

Combat 13+1: 1d8 + 2 + 1d4 + 2d8 ⇒ (6) + 2 + (3) + (1, 3) = 15

To close, summon Warrior Dolls
Sharp Pointy Teeth: Discard Glamered Leather Armor. Don't Call Me Bunny: Bury Blessing of Venkelvore. Reveal and discard Vicious Scythe.

Combat 10+6+1: 1d8 + 2 + 1d8 + 1 + 1d8 + 1d4 + 1d8 + 3 ⇒ (6) + 2 + (2) + 1 + (3) + (1) + (5) + 3 = 23
More than enough to not shuffle in barriers.
Closed Location: draw Fire Gecko

Kyra banishes by Potion of Healing

Heal cards: 1d4 ⇒ 3 Crowbar, Runewell's Echo, and Glamered Leather Armor

End of turn, move to Mumia Lab

Grenek wrote:

Hand: Glamered Leather Armor, War Drum, Fire Gecko, Pit Gladiator, Blessing of Lady Lastbreath, The Bear,

Displayed: Curse of Withering, Studded Leather Armor, Leryn,
Deck: 8 Discard: 1 Buried: 2
Current Location: Mumia Lab
Hero Points: 4
NOTES:
Available Support: Don't heal me yet. I'm positioned to remove my Curse at the beginning of my turn thanks to Leryn so don't mess with Mumia Lab yet.

War Drum: Local combat check, add 1d4. Each local character may discard an ally for another 1d4.
Other: Local Check Against Monster: Discard to add 1d4 Pierce. (War Drum and Fire Gecko)

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Reformarium Servant, Crowbar, Mighty Gugmuff XXXII, Xoff, Earthbreaker, Runewell's Echo, Giantbane Greataxe, Swordbreaker
Recharged:
Discard Pile: Vicious Scythe,
Buried Pile: Beehive, Blessing of Venkelvore,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +0

Favored Card: Melee Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster, you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude.
On a a local check against a monster, you may discard (☐ or recharge) a card to add 1d4 (☐ 1d6) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you.


Grenek borrows a wolf, but then gets distracted by all the crunchy columns and dolls to eat in the Sculptor's Lair. Soon enough the wolf leads him back to the lab to be treated.

Adowyn: Discards Blessing of Achaekek and receives Portable Sarcophagus
Kyra: banishes my Potion of Healing. Thanks for holding it Meligaster!
Sculptor's Lair: Closed. Checks to defeat are now +2 total
Drew Fire Gecko from Random.
Grenek is ready to get rid of his Curse at the start of his next turn.


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Third Law: 1d6 ⇒ 6
Ask Kyra to banish Sling or some other card. Third Law banished!


Deck Handler

Turn 16: The hour is Blessing of Isis
.
.
.
.

Adowyn moves to the Crypt

Free exploration: Insanity Mist
Displayed next to location.

Discard Crow to explore: Djinni Quarterstaff
Divine 8: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (1) = 5
Failed
Banished

Ending my turn.
Recharge Portable Sarcophagus and Wendifisa Spear

Adowyn wrote:

Hand: Shock Longbow +1, Nirmathas Longbow, Aspect of the Monkey, Aspect of the Falcon, Crocodile Skin Armor, Cloud Puff,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Current Location: Crypt
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Archer's Bracers, Blessing of Erastil, Bloodscent
Recharged: Fox, Leryn (Ally), Canopic Wrap, Blessing of the Greenfaith, Portable Sarcophagus, Wendifisa Spear,
Discard Pile: Blessing of Achaekek, Crow,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.


During This Adventure:

During This Scenario: The difficulty of checks to defeat is increased by the number of closed locations.

When you close the Guardian Vault, if at least 4 other locations are closed, the party gets the loot Nexus Crystal; for the rest of the adventure, during the first turn of each scenario, a character may draw it.

Scenario Level (#): 6

Turn: 17, Kyra/Nickademus

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:
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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:
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:
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:
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.

Barriers
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:
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:
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:
Hungry Fog
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

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.

Weapons
Spoiler:
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.

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:
Fighting Crook
MM
Weapon B
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.

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:
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:
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:
Lightning Touch
MM
Spell C
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:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Unshakable Chill
MM
Spell C
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:
Armored Kilt
MM
Armor C
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 C
Traits:
Clothing
Light Armor
Basic
To Acquire:
Constitution
Fortitude 4
Recharge this card 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 armor, bury it instead.

Spoiler:
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.

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:
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.

Items
Spoiler:
Glyphbane Gloves
MM
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

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:
Scarab Sand
MM
Item 3
Traits:
Object
Alchemical
Mummy
To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.

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:
Compass
MM
Item C
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.

Allies
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:
Embalmer
MM
Ally C
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:
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:
Sedja
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.

Spoiler:
Miau Pakhet
MM
Ally P
Traits:
Catfolk
Bard
Gambling
To Acquire:
CharismaDiplomacy 13
After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location.

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 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 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 C
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 Wadjet
MM
Blessing C
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; 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.

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: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lirianne/wkover:
Spoiler:
Hourglass Card 1 Lirianne/wkover
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 2 Meligaster/Iceman91:
Spoiler:
Hourglass Card 2 Meligaster/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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 3 Grenek/NathanDavis
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 4 Adowyn/Hawkmoon
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.
Hourglass Card 5 Kyra/Nickademus:
Spoiler:
Hourglass Card 5 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 6 Lirianne/wkover
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 7 Meligaster/Iceman91:
Spoiler:
Hourglass Card 7 Meligaster/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 8 Grenek/NathanDavis:
Spoiler:
Hourglass Card 8 Grenek/NathanDavis
Blessing of Bastet
MM
Blessing C
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 9 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 10 Kyra/Nickademus
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 11 Lirianne/wkover:
Spoiler:
Hourglass Card 11 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 12 Meligaster/Iceman91
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 13 Grenek/NathanDavis:
Spoiler:
Hourglass Card 13 Grenek/NathanDavis
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.

Location #1: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Alchemical Laboratory Card 1:
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.
Alchemical Laboratory Card 2:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Alchemical Laboratory Card 3:
Crowbar
MM
Item C
Traits:
Tool
Basic
To Acquire:
Strength 3
Reveal this card to add 1 die to your Strength non-combat check, or 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.
Alchemical Laboratory Card 4:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Alchemical Laboratory 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.
Alchemical Laboratory Card 6:
Alchemical Golem
MM
Henchman C
Type: Monster
Traits:
Construct
Alchemical
To Defeat:
Combat 10
The Alchemical Golem is immune to the Attack, Mental, and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.
Alchemical Laboratory Card 7:
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.
Alchemical Laboratory Card 8:
Library Curator
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

Location #2: Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 2 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
Catacombs Card 1 (Lightning Storm):
Lightning Storm
MM
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to your location.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Catacombs Card 2:
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.
Catacombs Card 3:
Korsan, Mistress of Filth
RoB
Villain 3
Type: Monster
Traits:
Ratfolk
Alchemist
To Defeat:
Combat 18
Before you act, each character at your location attempts a Dexterity or Acrobatics 8 check. Each
character that succeeds is dealt 1 Fire damage; each character that fails is dealt 1d4 Fire damage.

If there are 10 or more cards in the blessings discard pile, Korsan requires a second Combat 18 check to defeat. If there are 20 or more cards in the blessings discard pile, Korsan requires a third Combat 18 check to defeat.

Catacombs Card 4:
Staff of Uraeus
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
To Acquire:
Strength
Melee
Charisma 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
Catacombs Card 5:
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.
Catacombs Card 6:
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.
Catacombs 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.
Catacombs Card 8:
Blasphemous Priest
MM
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Location #3: Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Adowyn/Hawkmoon, Meligaster/Iceman91, Lirianne/wkover,
Insanity Mist:

MM Barrier 3
Traits: Trigger Trap Magic
To Defeat: None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage. Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.

Crypt Card 1:
Beheaded
MM
Henchman 1
Type: Monster
Traits:
Undead
To Defeat:
Combat 12
OR Arcane
Divine 10
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
If defeated, you may immediately attempt to close the location this henchman came from.
Crypt Card 2:
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.
Crypt Card 3:
The Evil Eye
MM
Barrier C
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.
Crypt Card 4:
Smoked Glass Goggles
MM
Item C
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.
Crypt Card 5:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Crypt Card 6:
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.

Location #4: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Corridor Dart Trap
Elemental Trenches Card 1:
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.
Elemental Trenches Card 2:
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.
Elemental Trenches Card 3:
Dance of the Dead
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Elemental Trenches Card 4:
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.
Elemental Trenches Card 5:
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.
Elemental Trenches Card 6:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Elemental Trenches Card 7:
Paracletus
MM
Henchman B
Type: Monster
Traits:
Outsider
Elemental
To Defeat:
Combat 11
OR Wisdom
Knowlege 9
Before you act, choose a card that has the Acid, Bludgeoning, Cold, Electricity, Fire, or Poison trait and roll 1d6. On a 1 or 2, bury that card. On a 3 or 4, discard it.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #5: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:
Guardian Vault Card 1:
Akitar
MM
Henchman 3
Type: Monster
Traits:
Trigger
Sphinx
To Defeat:
Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
On your check to defeat, you may bury any number of allies; for each ally buried, add 4.
If defeated, you may immediately attempt to close the location this henchman came from.
Guardian Vault Card 2:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Guardian Vault Card 3:
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.
Guardian Vault Card 4:
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.
Guardian Vault Card 5:
Alchemical Gas
MM
Barrier C
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.
Guardian Vault Card 6:
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.
Guardian Vault Card 7:
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.
Guardian Vault Card 8:
Magnifying Glass
MM
Item C
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.
Guardian Vault Card 9:
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.
Guardian Vault Card 10:
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.

Location #6: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #7: 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: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Grenek/NathanDavis,

Mumia Lab Card 1 (Theletos):
Theletos
MM
Henchman 3
Type: Monster
Traits:
Trigger
Outsider
To Defeat:
Combat 18
OR Knowledge
Diplomacy
Divine 14
When you examine this card, if a card that has the Curse trait is displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
All damage dealt by Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.
Mumia Lab Card 2:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 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.
Mumia Lab 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.
Mumia Lab Card 4:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Mumia Lab Card 5:
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.
Mumia Lab Card 6:
Pahmet Clansman
MM
Ally C
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.
Mumia Lab Card 7:
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.
Mumia Lab Card 8:
Knot of Isis
MM
Item 3
Traits:
Trigger
Object
Magic
To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.
Mumia Lab Card 9:
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.

Location #8: Sculptors Lair
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kyra/Nickademus,


.
.
.
.

-- Kyra's Turn --
Location: Sculptors Lair - Closed

On-Turn Actions
Move Step: Moving to Crypt.
Location: Crypt - Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.

Free Exploration: Beheaded
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1d4 ⇒ 4: Electricity
Discard Wolf for damage.
Banish Holy Light to use Divine +2d12
Combat 17: 1d10 + 2d12 + 1d6 + 5 ⇒ (7) + (10, 9) + (5) + 5 = 36
Success
Beheaded is banished.

Closing Location: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
Divine 7: 1d10 + 5 ⇒ (9) + 5 = 14
Success
When Permanently Closed: On closing, draw a random blessing from the box.
Draw Blessing of the Ancients.

Ending Turn
Recovery:
Holy Light
Divine 10: 1d10 + 5 ⇒ (5) + 5 = 10
Success
Recharge Holy Light.
Reset: Drawing two cards.

Random Cards Used: 1st blessing (Blessing of the Ancients acquired)
Actions Still Needed:
Adowyn suffers 1 Electricity damage.
Meligaster suffers 1 Electricity damage.
Lirianne suffers 1 Electricity damage.

Kyra wrote:

Hand: Giantbane Greataxe, Chain Mail (Core), Blessing of the Ancients, Cure (Core), Enchant Weapon,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Sarenrae's Light, Holy Symbol, Divine Insight, Abadar's Law, Prayer, Staff of Minor Healing (Core), Desna's Freedom, Acolyte (Core), Soothing Word, Gorum's Iron, Iomedae's Justice, The Dance
Recharged: Holy Light,
Discard Pile: Wolf,
Buried Pile:

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, ☐ Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Out of turn: Discard Toxic Blunderbuss for Beheaded damage. My Hour: Horus.

Have to deal with SOT Insanity Mist.

Per 10 w/ my Milani, Withering: 3d6 + 2 ⇒ (6, 1, 3) + 2 = 12 - Insanity Mist banished

Give Chain Lightning to Meligaster.

Move to Elemental Trenches, encounter Caryatid Column. From power, recharge toxic blunderbuss.

Combat 15 (10+2+3) w/ shock musket (burying regular Blunderbuss), Withering, scenario penalty: 2d8 + 6 + 2d8 ⇒ (7, 7) + 6 + (8, 7) = 35 - defeated

Lirianne wrote:

Hand: Blessing of the Gods 2, Gem of Physical Prowess, Double-Barreled Musket, Shock Musket +1, Crowbar (Core), Blessing of the Gods,

Displayed: Curse of Withering,
Deck: 7 Discard: 4 Buried: 2
Hero Points: 2

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity+2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([X] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? n

Insanity Mist banished from Crypt. Top card of Elemental Trenches is Card 2. Chain Lightning given to Meligaster.


Deck Handler

Off-turn:
Receive Chain Lightning.
Take one electricity damage - discard Spiritual Ally.

Mel's turn
Hour of the Ancients

Start at Crypt
Move to Mumia Lab
At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.

Grenek reloads Leryn to examine the top two of the Lab: Theletos (removing his Withering) and Telekinesis Trap (no trigger).

Skip free explore.

Discard Psychic Detective to examine then encounter Theletos (removing Mel's Withering)

Spoiler:
Henchman 3
Type: Monster
Traits:
Trigger
Outsider
To Defeat:
Combat 18
OR Knowledge
Diplomacy
Divine 14
When you examine this card, if a card that has the Curse trait is displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams.
All damage dealt by Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.

Three closed locations.
Display Chain Lightning (non-core), reveal Sage for ability, mindbender, ask Gren to recharge War Drum

Combat 18+3=21: 1d12 + 3 + 3d6 + 2 + 1d4 + 1d4 ⇒ (5) + 3 + (4, 3, 5) + 2 + (1) + (4) = 27 Success

Close location - summon Crawling Hands

Spoiler:
Traits: Undead, Swarm
To defeat:
Combat 13
Crawling Hands is immune to the Mental and Poison traits.
If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

13+3=16 (20) is defeated by Chain Lightning

WPC: Draw Scarab Sand

End turn
Recharge Chain Lightning: Arcane 12: 1d12 + 3 ⇒ (5) + 3 = 8 Failure

---

Spotting his opportunity, Mel takes the newfound spell and runs over to the Lab. He and the goblin finally shed the shadow from their souls and then further combine fire to destroy both the outsider and the undead that lurk on the premises.
"Ooo, dropped a trinket, they did." Mel smiles up at the warrior as he scoops the device into a pocket. "So, what next?"

Meligaster wrote:

Hand: Vampiric Touch, Volcanic Storm, Shield Cloak, Gem of Mental Acuity (Core), Sage, Blessing of the Gods,

Displayed:
Deck: 8 Discard: 7 Buried: 0
Hero Points: 1
Used Accessory Reroll: N
NOTES:
Available Support: BotG is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Lightning Bolt (Core), Flame Staff (Core), Fortune-teller, Blessing of Abadar
Recharged: Acadamae Student, The Peacock, Bracers of Protection (Core), Life Drain (Core),
Discard Pile: Mindblade, Bone Lamellar, Locate Object (Core), Spiritual Ally, Psychic Detective, Scarab Sand, Chain Lightning,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) plus the card's level and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.

Summary
Closed Mumia Lab
Acquired Scarab Sand from random items
Grenek reloaded Leryn and recharged the War Drum


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Off turn. Reload Leryn. Recharge Wardrum. Banish Curse of Withering

Hour of the Ancients

Move to Guardian Vault. Take 2 Poison Damage. Display and Bury Glamered Leather Armor to reduce damage to 0.
Free explore and encounter Akitar
Bury Pit Gladiator. Recharge Lirianne's Blessing of the Gods. Sacrifice to Akitar: Bury Fire Gecko

Combat 16+4: 1d10 + 2 + 2d6 + 1d10 + 4 ⇒ (8) + 2 + (6, 2) + (4) + 4 = 26 Banished

Suffer a scourge to close.

Scourge: 1d10 ⇒ 10 Curse of the Mummy

On Close Move to Random Location: 1d8 ⇒ 5 Stay at Guardian Vault

End of turn, move to Elemental Trenches

Grenek wrote:

Hand: Crowbar, Reformarium Servant, Mighty Gugmuff XXXII, Runewell's Echo, Blessing of Lady Lastbreath, The Bear,

Displayed: Curse of the Mummy, Studded Leather Armor,
Deck: 7 Discard: 1 Buried: 4
Current Location: Elemental Trenches
Hero Points: 4
NOTES:
Available Support: Mighty Gugmuff XXXII: Local - Recharge to add 1d4 to Combat

Runewell's Echo available.
Other: Local Check Against Monster: Discard to add 1d4 Pierce. (Crowbar)

Deck, Discard, Buried:

Reloaded: Leryn,
Middle of Deck (Unknown Order): Xoff, Giantbane Greataxe, Swordbreaker, Fire Gecko, Earthbreaker
Recharged: War Drum,
Discard Pile: Vicious Scythe,
Buried Pile: Beehive, Blessing of Venkelvore, Glamered Leather Armor, Pit Gladiator,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +0

Favored Card: Melee Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster, you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude.
On a a local check against a monster, you may discard (☐ or recharge) a card to add 1d4 (☐ 1d6) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you.


Grenek dives into Guardian Vault coming toe to toe with its guardian sphinx. Grenek tries giving it a fire lizard pet. His gladiator companion tries to kill the lizard in a colorful way. But sphinx, Akitar, does not budge. At long last Lirianne distracts it with a far flung shot, giving Grenek the opening he needs to trap the creature back in the Vault. As the goblin pulls the doors closed, the sphinx manages one more curse.

It's probably fine.

Lirianne recharges a Blessing of the Gods
Guardian Vault Closed. Nexus Crystal earned for the adventure.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

OOT: Recharging BoG #2 for Grenek.

Lirianne wrote:

Hand: Gem of Physical Prowess, Double-Barreled Musket, Shock Musket +1, Crowbar (Core), Blessing of the Gods,

Displayed: Curse of Withering,
Deck: 8 Discard: 4 Buried: 2
Hero Points: 2

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity+2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([X] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? n


Deck Handler

On Kyra's turn: Recharge Crocodile Skin Armor to reduce electricity damage by 2 (1-2=0).

Turn 21: The hour is Blessing of Abadar

Give Kyra Cloud Puff (clearing space for more explorations).

Move to Elemental Trenches

Free exploration: Blessing of Nethys
Divine 5: 1d8 + 3 ⇒ (8) + 3 = 11
Success
Acquired

Discard Blessing of Nethys to examine: Dance of the dead (trigger), Wing of Horus (trigger)

Adding an undead monster to each of the 3 open locations.
Random card, 8 is new undead monster: 1d6 + 2 ⇒ (2) + 2 = 4
Wing of Horus
Divine 6: 1d8 + 3 ⇒ (3) + 3 = 6
Success
Acquired

Ending my turn.

Discard Wing of Horus

Adowyn wrote:

Hand: Shock Longbow +1, Nirmathas Longbow, Aspect of the Monkey, Aspect of the Falcon, Archer's Bracers, Blessing of Erastil,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Current Location: Elemental Trenches
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bloodscent
Recharged: Fox, Leryn (Ally), Canopic Wrap, Blessing of the Greenfaith, Portable Sarcophagus, Wendifisa Spear, Crocodile Skin Armor,
Discard Pile: Blessing of Achaekek, Crow, Blessing of Nethys, Wing of Horus,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.


During This Adventure:

During This Scenario: The difficulty of checks to defeat is increased by the number of closed locations.

When you close the Guardian Vault, if at least 4 other locations are closed, the party gets the loot Nexus Crystal; for the rest of the adventure, during the first turn of each scenario, a character may draw it.

Scenario Level (#): 6

Turn: 22, Kyra/Nickademus

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:
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:
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:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

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.

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

Spoiler:
Bolas
MM
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check to defeat a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

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.

Spells
Spoiler:
Lightning Touch
MM
Spell C
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:
Immolate
MM
Spell C
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:
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:
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:
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:
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:
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:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury 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:
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:
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:
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:
Frost Staff
MM
Item B
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

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:
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.

Allies
Spoiler:
Falto
MM
Ally C
Traits:
Human
Rogue
Hireling
To Acquire:
Charisma
Diplomacy 10
If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
Recharge this card to add 1 die to any Diplomacy check.
Recharge this card to add 1 die to a check to acquire an item by a character at your location.
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:
Reta Bigbad
MM
Ally P
Traits:
Goblin
Fighter
Veteran
To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song


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:
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.

Blessings
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 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 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.

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: 8

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lirianne/wkover:
Spoiler:
Hourglass Card 1 Lirianne/wkover
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 2 Meligaster/Iceman91:
Spoiler:
Hourglass Card 2 Meligaster/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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 3 Grenek/NathanDavis
Blessing of Bastet
MM
Blessing C
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 4 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 5 Kyra/Nickademus
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 6 Lirianne/wkover:
Spoiler:
Hourglass Card 6 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 7 Meligaster/Iceman91
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 8 Grenek/NathanDavis:
Spoiler:
Hourglass Card 8 Grenek/NathanDavis
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.

Location #1: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Alchemical Golem (henchman), Guecubu

Alchemical Laboratory Card 1:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Alchemical Laboratory Card 2:
Library Curator
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.
Alchemical Laboratory Card 3:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Alchemical Laboratory Card 4:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Alchemical Laboratory Card 5:
Crowbar
MM
Item C
Traits:
Tool
Basic
To Acquire:
Strength 3
Reveal this card to add 1 die to your Strength non-combat check, or 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.
Alchemical Laboratory Card 6:
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.
Alchemical Laboratory Card 7:
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.
Alchemical Laboratory Card 8:
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.
Alchemical Laboratory Card 9:
Alchemical Golem
MM
Henchman C
Type: Monster
Traits:
Construct
Alchemical
To Defeat:
Combat 10
The Alchemical Golem is immune to the Attack, Mental, and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #2: Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 3 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Korsan, Mistress of Filth (villain), Tekenu
Catacombs Card 1:
Korsan, Mistress of Filth
RoB
Villain 3
Type: Monster
Traits:
Ratfolk
Alchemist
To Defeat:
Combat 18
Before you act, each character at your location attempts a Dexterity or Acrobatics 8 check. Each
character that succeeds is dealt 1 Fire damage; each character that fails is dealt 1d4 Fire damage.

If there are 10 or more cards in the blessings discard pile, Korsan requires a second Combat 18 check to defeat. If there are 20 or more cards in the blessings discard pile, Korsan requires a third Combat 18 check to defeat.

Catacombs Card 2:
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.
Catacombs Card 3:
Tekenu
MM
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits.
You may succeed at a Stealth 7 check to evade the Tekenu.
If the check to defeat has the Divine trait, add 1d6.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
Catacombs Card 4:
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.
Catacombs Card 5:
Blasphemous Priest
MM
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Catacombs Card 6:
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.
Catacombs Card 7:
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.
Catacombs Card 8:
Staff of Uraeus
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
To Acquire:
Strength
Melee
Charisma 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
Catacombs Card 9:
Lightning Storm
MM
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to your location.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Location #3: Crypt
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kyra/Nickademus,

Location #4: Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Adowyn/Hawkmoon, Grenek/NathanDavis, Lirianne/wkover, Paracletus (henchman), Corridor Dart Trap, Dance of the Dead, Blasphemous Priest

Elemental Trenches Card 1:
Paracletus
MM
Henchman B
Type: Monster
Traits:
Outsider
Elemental
To Defeat:
Combat 11
OR Wisdom
Knowlege 9
Before you act, choose a card that has the Acid, Bludgeoning, Cold, Electricity, Fire, or Poison trait and roll 1d6. On a 1 or 2, bury that card. On a 3 or 4, discard it.
If defeated, you may immediately attempt to close the location this henchman came from.
Elemental Trenches Card 2:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Elemental Trenches Card 3:
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.
Elemental Trenches Card 4:
Blasphemous Priest
MM
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Elemental Trenches Card 5:
Dance of the Dead
MM
Barrier P
Traits:
Trigger
Curse
Magic
Cache
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

Location #5: Guardian Vault
Closed
At This Location: If you move to this location you are dealt 2 Poison damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #7: Mumia Lab
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Meligaster/Iceman91,

Location #8: Sculptors Lair
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


Deck Handler

Correction: I didn't hand Kyra Cloud Puff, since revealing it lets me increase my hand size anyway.

Adowyn wrote:

Hand: Shock Longbow +1, Nirmathas Longbow, Aspect of the Monkey, Aspect of the Falcon, Archer's Bracers, Blessing of Erastil, Cloud Puff,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Current Location: Elemental Trenches
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bloodscent
Recharged: Fox, Leryn (Ally), Canopic Wrap, Blessing of the Greenfaith, Portable Sarcophagus, Wendifisa Spear, Crocodile Skin Armor,
Discard Pile: Blessing of Achaekek, Crow, Blessing of Nethys, Wing of Horus,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.


.
.
.
.

-- Kyra's Turn --
Location: Crypt - closed

Start of Turn:
Display Chain Mail

Move Step: Moving to Catacombs.
Location: Catacombs - For your checks that have the Cold trait, add a die.

Ending Turn
Reset: Drawing one card.

Kyra wrote:

Hand: Giantbane Greataxe, Blessing of the Ancients, Cure (Core), Enchant Weapon, Desna's Freedom,

Displayed: Chain Mail (Core),
Deck: 12 Discard: 1 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Soothing Word, Staff of Minor Healing (Core), Holy Symbol, Acolyte (Core), Sarenrae's Light, Prayer, Gorum's Iron, Iomedae's Justice, The Dance, Divine Insight, Abadar's Law
Recharged: Holy Light,
Discard Pile: Wolf,
Buried Pile:

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, ☐ Weapon
POWERS:
On a local check against an Outsider or Undead bane, add 1d4 (☑ 1d6) and the Magic trait.
At the end of your turn, you may recharge a Divine card to heal a local character a card.
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Hour: Isis.

SOT check doesn't apply; no elemental cards in hand.

Stay @ Elemental Trenches and explore. Encounter Paracletus henchman. Per power, recharge Dagger of Doubling from discards on monster encounter. BYA doesn't apply. Relevant cards not in hand.

Combat w/ 16 (11+5) w/ shock musket (burying other musket), withering, scenario penalty: 2d8 + 6 + 2d8 ⇒ (7, 7) + 6 + (2, 1) = 23 - henchman defeated

# of cards buried to close?: 1d4 ⇒ 4 - bury rest of hand (4 cards)

At the end of turn, I'll draw my Leech. I'll use it at the start of the next turn, which I'll handle here.

# cards healed?: 1d4 - 1 ⇒ (4) - 1 = 3 - everything in discards healed

Lirianne wrote:

Hand: Blessing of Calistria, Masterwork Tools, Quilted Cloth Armor, Toxic Blunderbuss +1, Sniffles (Mouse),

Displayed: Curse of Withering,
Deck: 7 Discard: 0 Buried: 7
Hero Points: 2

Skills and Powers:
SKILLS

Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity+2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Craft: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([X] You may then recharge a card that has the Firearm trait from your discard pile.)
Reroll used? n

Elemental Trenches is closed. Checks to defeat are now increased by 6.


Deck Handler

Off-turn: no activity

Mel's turn:
Hour of Maat

Move to Alchemical Lab
If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.

Free explore of Lab #1: Guecubu

Spoiler:
Monster 3
Traits: Undead
To Defeat: Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Cast Vampiric Touch, reveal Sage for ability, mindbender
Combat 15+6=21: 1d12 + 3 + 2d6 + 1d4 + 2 ⇒ (9) + 3 + (2, 2) + (4) + 2 = 22 Success
Heal Spiritual Ally (aww, was hoping for locate object)
Suffer a scourge: 1d10 ⇒ 5 Curse of the Ravenous
Draw the Guecubu.

Discard Sage to explore Lab #2: Library Curator

Spoiler:
Ally 3
Traits: Human, Cleric
To Acquire: Intelligence, Knowledge 8 OR Charisma, Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

Reveal Guecubu for ability
Diplomacy 9: 1d12 + 4 + 1d4 ⇒ (12) + 4 + (3) = 19 Success

Discard BotG to explore Lab #3: Chain Lightning

Spoiler:
Spell 3
Traits: Magic, Arcane, Attack, Electricity
To Acquire: Intelligence, Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

Reveal Guecubu for ability
Arcane 10: 1d12 + 3 + 1d4 ⇒ (8) + 3 + (2) = 13 Success

End turn
Ravenous consumes all 1d4 ⇒ 4 items (Scarab Sand).
Recharge Vampiric Touch: 1d12 + 3 ⇒ (12) + 3 = 15 Success
Discard both spells, the monster, and my armor, and draw up.

Meligaster wrote:

Hand: Spiritual Ally, Life Drain (Core), Bracers of Protection (Core), Flame Staff (Core), Gem of Mental Acuity (Core), Library Curator,

Displayed:
Deck: 6 Discard: 12 Buried: 0
Hero Points: 1
Used Accessory Reroll: N
NOTES:
Available Support: Spiritual Ally is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Acadamae Student, Fortune-teller, Lightning Bolt (Core), The Peacock
Recharged: Vampiric Touch,
Discard Pile: Mindblade, Locate Object (Core), Bone Lamellar, Psychic Detective, Scarab Sand, Chain Lightning, Sage, Blessing of the Gods, Volcanic Storm, Chain Lightning, Guecubu, Shield Cloak,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) plus the card's level and add the Attack, Magic, and Mental traits. This counts as playing a spell.
On your first check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location.


During This Adventure:

During This Scenario: The difficulty of checks to defeat is increased by the number of closed locations.

When you close the Guardian Vault, if at least 4 other locations are closed, the party gets the loot Nexus Crystal; for the rest of the adventure, during the first turn of each scenario, a character may draw it.

Scenario Level (#): 6

Turn: 25, Grenek/NathanDavis

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:
Blasphemous Priest
MM
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.

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:
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:
Insanity Mist
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.

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:
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.

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:
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:
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:
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:
Fighting Crook
MM
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, and the check is to defeat a monster that does not have the Incorporeal or Ooze trait, you may additionally discard this card to add your Dexterity skill. After the check, reveal an armor or you are dealt 1 Combat damage.

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.

Spells
Spoiler:
Unshakable Chill
MM
Spell C
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:
Detonate
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.

Spoiler:
Unshakable Chill
MM
Spell C
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:
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.

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.

Armors
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.

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.

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 Armor
MM
Armor C
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.

Items
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:
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:
Key of the Second Vault
MM
Item C
Traits:
Object
Magic
Abadar
To Acquire:
Disable
Perception
Arcane
Divine 10
Bury this card to banish a non-villain barrier that has the Lock, Obstacle, or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at a Disable, Arcane, or Divine 12 check to recharge this card instead of burying it.

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:
Holy Water Grenade
MM
Item B
Traits:
Liquid
Magic
Divine
Basic
To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait and whose highest difficulty to defeat is 12 or lower.

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:
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:
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:
Commander Abdallah
MM
Ally 3
Traits:
Human
Fighter
To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to automatically acquire it.
Bury this card to recharge any number of blessings that have the Abadar trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.

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.

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 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 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 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 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 Bastet:
Blessing of Bastet
MM
Blessing C
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: 5

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 1 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 2 Kyra/Nickademus
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 3 Lirianne/wkover:
Spoiler:
Hourglass Card 3 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 4 Meligaster/Iceman91
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Hourglass Card 5 Grenek/NathanDavis:
Spoiler:
Hourglass Card 5 Grenek/NathanDavis
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.

Location #1: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meligaster/Iceman91, Alchemical Golem (henchman)

Alchemical Laboratory Card 1:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Alchemical Laboratory Card 2:
Crowbar
MM
Item C
Traits:
Tool
Basic
To Acquire:
Strength 3
Reveal this card to add 1 die to your Strength non-combat check, or 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.
Alchemical Laboratory 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.
Alchemical Laboratory Card 4:
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.
Alchemical Laboratory Card 5:
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.
Alchemical Laboratory Card 6:
Alchemical Golem
MM
Henchman C
Type: Monster
Traits:
Construct
Alchemical
To Defeat:
Combat 10
The Alchemical Golem is immune to the Attack, Mental, and Poison traits.
If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
1. Fire damage.
2. Poison damage.
3. Acid damage; then discard a weapon or an armor.
4. Electricity damage; after the encounter, end your turn.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #2: Catacombs
At This Location: For your checks that have the Cold trait, add a die.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
M: 3 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kyra/Nickademus, Korsan, Mistress of Filth (villain), Tekenu
Catacombs Card 1:
Korsan, Mistress of Filth
RoB
Villain 3
Type: Monster
Traits:
Ratfolk
Alchemist
To Defeat:
Combat 18
Before you act, each character at your location attempts a Dexterity or Acrobatics 8 check. Each
character that succeeds is dealt 1 Fire damage; each character that fails is dealt 1d4 Fire damage.

If there are 10 or more cards in the blessings discard pile, Korsan requires a second Combat 18 check to defeat. If there are 20 or more cards in the blessings discard pile, Korsan requires a third Combat 18 check to defeat.

Catacombs Card 2:
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.
Catacombs Card 3:
Tekenu
MM
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits.
You may succeed at a Stealth 7 check to evade the Tekenu.
If the check to defeat has the Divine trait, add 1d6.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
Catacombs Card 4:
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.
Catacombs Card 5:
Blasphemous Priest
MM
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Catacombs Card 6:
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.
Catacombs Card 7:
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.
Catacombs Card 8:
Staff of Uraeus
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
To Acquire:
Strength
Melee
Charisma 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
Catacombs Card 9:
Lightning Storm
MM
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to your location.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Location #3: Crypt
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #4: Elemental Trenches
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Adowyn/Hawkmoon, Grenek/NathanDavis, Lirianne/wkover,

Location #5: Guardian Vault
Closed
At This Location: If you move to this location you are dealt 2 Poison damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #6: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #7: Mumia Lab
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #8: Sculptors Lair
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

One of the cards I pulled last should've been Leryn. Randomly shuffling in one the cards I drew: Mighty Gugmuff XXXII

Hour of Bastet

Give card to Adowyn: Leryn
Instead my move step, recharge Blessing of Lady Lastbreath to draw Blessing of Achaekek from the Adowyn's discard, then move to Catacombs.


Free Explore and encounter Korsan, Mistress of Filth

Villain Fight after Mel guards:

Discard The Bear. Don't Call Me Bunny: Bury Vicious Scythe
Dexterity 8: 1d10 + 1d8 + 3 ⇒ (10) + (3) + 3 = 16 1 Fire Damage. Discard, then bury Crowbar thanks to Curse of the Mummy
Discard Blessing of Blessing of Achaekek and Runewell's Echo. Sharp Pointy Teeth: Discard Reformarium Servant. Don't Call Me Bunny: Bury Reformarium Servant
Combat 18+6: 1d10 + 2 + 2d10 + 1d10 + 1d4 + 1d8 + 3 ⇒ (8) + 2 + (5, 1) + (10) + (2) + (2) + 3 = 33
Win?


Deck Handler

Guarding:
Recharge Gem and Library Curator, plus blessing
Int 5+3=8: 1d12 + 1d12 + 1d12 ⇒ (10) + (9) + (9) = 28


As the dust settles on your battle with Korsan, a passageway at the back of the room catches your eye. The passage twists, leading into a flight of stairs that descends further beneath the ground. Tired and battered, you decide to retreat to report your findings. If your report impresses Ambrus Valsin enough, he will surely select you to be the first to see what lies in the ruin’s second level. Especially since you have noticed there aren’t any other volunteers.


Upgrade Pool
Library Curator (Ally 3)
Fire Gecko (Ally B)

Portable Sarcophagus (Armor P)
Bone Lamellar (Armor 1)
Canopic Wrap (Armor 2)

Blessing of Nethys (Blessing B)
Blessing of the Ancients (Blessing B)

Scarab Sand (Item 3)
Wing of Horus (Item B)

Volcanic Storm (Spell 3)
Chain Lightning (Spell 3)
Chain Lightning (Spell 3)
Holy Light (Spell B)

Icy Longspear +1 (Weapon C)
Dagger of Doubling (Weapon 3)


Darkness. It confounds you as you attempt to catch your bearings. You reach for a torch, only to realize that your backpack is missing. It’s not just the backpack, though—weapons, armor, tools, everything but the clothes on your back are gone. A voice carries through the swirling darkness, “Open your eyes.” You follow the voice’s suggestion, revealing the room around you: a dimly lit office covered in parchment, occupied by an amiable elf. You recognize him as Master of Scrolls Kreighton Shane, one of the Pathfinder Society’s chief instructors.

“Ah, I can see that your faculties have returned,” he muses, absentmindedly stepping on a pile of discarded scrolls. “Do you remember your first expedition into Bonekeep? Almost a week ago, Ambrus Valsin sent you back. We are unsure as to what happened in those long forgotten halls, but you returned days later without memory of what you had seen. In fact, it wasn’t until just a moment ago that you seemed to have any sense about you at all. I wish I could tell you more, but I’ve been unable to divine much more of your exploits. You were wounded, and you bore powerful enchantment magic that seemed to dull your senses and memories. I have been able to mitigate the effects with my own spells, and it seems you at least have your core mental faculties. With luck, these protections will continue to ward you against such mind magic for a time. If you wish to acquire a long-term remedy, the best medicine would be to return to the ruins once more, uncover whatever has caused this amnesia, and destroy, contain, or recover whatever that is.”

You have no memory that would make you disagree.

He dusts the undersides of his bookshelves for a moment before lightheartedly adding, “Oh yes, I nearly forgot—the wards that protect your mind last only a few hours, so I wouldn’t waste any time laying about.”

Taking his advice to heart, you rush back to Bonekeep, hoping fervently that this expedition meets with more success than your last.

DURING THIS SCENARIO
After drawing starting hands, shuffle the top 4 cards of each character’s deck into a Lost pile, then deal 2 cards from that pile into each location deck. Then each character suffers the scourge Curse of Fevered Dreams.

Characters start at the Oasis and cannot move until it is closed.

When you start your turn at the Oasis, suffer the scourge Curse of Fevered Dreams.

After closing the Oasis, summon and build the location Scorched Obelisk and shuffle the Lost pile into it. When you close the Scorched Obelisk, you may draw the loot Mind Crystal; if you do, for the rest of the adventure, during the first turn of each scenario, a character may draw it.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Starting @ Oasis with everyone.

Lirianne wrote:

Hand: Quilted Cloth Armor, Blessing of Milani, Frenchie the Blood Poet (Leech), Blessing of the Gods, Shadowhammer (Core Fox), Navigator Musket +1,

Displayed: Curse of Fevered Dreams,
Kit: Blackjack's Daggers, Double-Barreled Musket, Blessing of the Gods 2,
Deck: 7 Discard: 0 Buried: 0

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([X] You may then recharge a card that has the Firearm trait from your discard pile.)
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
[ ] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
Reroll used? n
Hero points: 2

Lirianne's lost pile: Mouse, Crowbar (Core), Blessing of Calistria, Blessing of Alkenstar

(7 deck size above reflects the missing Lost cards)


During This Adventure: The scourge die is 1d10.

During This Scenario: After drawing starting hands, shuffle the top 4 cards of each character’s deck into a Lost pile, then deal 2 cards from that pile into each location deck. Then each character suffers the scourge Curse of Fevered Dreams.

Characters start at the Oasis and cannot move until it is closed.

When you start your turn at the Oasis, suffer the scourge Curse of Fevered Dreams.

After closing the Oasis, summon and build the location Scorched Obelisk and shuffle the Lost pile into it. When you close the Scorched Obelisk, you may draw the loot Mind Crystal; if you do, for the rest of the adventure, during the first turn of each scenario, a character may draw it.

Location #1: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Location #2: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #3: Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Location #4: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #5: The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #6: Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #7: Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None


Deck Handler

At the Oasis

Adowyn wrote:

Hand: Archer's Bracers, Aspect of the Falcon, Bloodscent, Runewell's Echo, Shock Longbow +1, Wolf, Leryn (Cohort),

Displayed:
Deck: 8 Discard: 0 Buried: 0
Current Location: Oasis
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elk, Crow, Fox, Blessing of Erastil, Blessing of the Greenfaith, Wendifisa Spear, Aspect of the Monkey, Leryn (Ally)
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.

Lost Pile: Nirmathas Longbow, Blessing of Achaekek, Bestial Rags, Cloud Puff


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Starting at the Oasis

Grenek wrote:

Hand: Vicious Scythe, Studded Leather Armor, War Drum, Drums of Panic, Pit Gladiator, Blessing of Lady Lastbreath,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Oasis
Hero Points: 4
NOTES:
Available Support: War Drum: Local combat check, add 1d4. Each local character may discard an ally for another 1d4.

Drums of Panic: Local - Recharge all allies to evade monster. If no allies recharge a card.
Other: Local Check Against Monster: Discard to add 1d4 Pierce.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Crowbar, The Bear, Mighty Gugmuff XXXII, Glamered Leather Armor, Earthbreaker, Blessing of Venkelvore, Xoff, Swordbreaker, Reformarium Servant, Giantbane Greataxe, Potion of Healing
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +0

Rabbitpuncher
Favored Card: Melee Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster (☑ or a bane), you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard (☐ or recharge) a card (☐ or remove a goblin marker from this card) to add 1d4 (☐ 1d6) (☐ 1d8) and the Piercing trait.
At the end of your turn, you may move, any local Goblin characters may move with you. (☐ then you may examine the top card of your location, then you may move again).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ On your non-combat Strength or non-combat Fortitude (☐ or combat) check, add the number of goblin markers on this card.
☐ Your hand size is increased by the number of goblin markers on this card.

Lost Cards:
Mighty Gugmuff XXXII
Xoff
The Bear
Earthbreaker


Starting Location: Oasis
.
Lost Pile Cards: Staff of Minor Healing (Core), Prayer, Cure (Core), Gorum's Iron
.

Kyra wrote:

Hand: The Dance, Holy Symbol, Sling (Core), Giantbane Greataxe, Chain Mail (Core),

Displayed:
Deck: 8 Discard: 0 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Restorative Touch, Acolyte (Core), Divine Insight, Abadar's Law, Desna's Freedom, Iomedae's Justice, Sarenrae's Light, Enchant Weapon
Recharged:
Discard Pile:
Buried Pile:

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, ☐ Weapon
POWERS:
On a local check against an Outsider or Undead bane (☐ or against a Divine or Healing boon), add 1d4 (☑ 1d6) and the Magic trait.
At the (☐ start or) end of your turn, you may recharge a Divine card to (☑ remove a scourge from a local character or) heal a local character a card (☐ or 1d4 cards).
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
☐ On your check to recharge a Divine non-Attack spell, you may automatically succeed. (☐ Then you may shuffle your deck.)
☐ When a local character would suffer a scourge, you may suffer it instead.


Deck Handler

Lost pile: Acadamae Student, The Peacock, Gem of Mental Acuity (Core), and of course Remove Curse (having swapped Life Drain for it).

Meligaster wrote:

Hand: Vampiric Touch, Lightning Bolt (Core), Flame Staff (Core), Fortune-teller, Sage, Mindblade,

Displayed: Curse of Fevered Dreams,
Deck: 7 Discard: 0 Buried: 0
Hero Points: 1
Used Accessory Reroll: N
NOTES:
Available Support: Nothing to share

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Shield Cloak, Locate Object (Core), Psychic Detective, Blessing of Abadar, Chain Lightning (Core), Blessing of the Gods, Bracers of Protection (Core)
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) (□ 2d8) plus the card's level and add the Attack, Magic, and (□ Force or) Mental traits. This counts as playing a spell.
On your first (□ or any) check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.) (☑ If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
□ When you would recharge, discard, or bury an ally from your hand for its power, you may return it to the vault instead to recharge a new ally.
□ On your check that invokes Outsider, add 2 (□ 4), and you may also add the Force trait.
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 1d10.

During This Scenario: After drawing starting hands, shuffle the top 4 cards of each character’s deck into a Lost pile, then deal 2 cards from that pile into each location deck. Then each character suffers the scourge Curse of Fevered Dreams.

Characters start at the Oasis and cannot move until it is closed.

When you start your turn at the Oasis, suffer the scourge Curse of Fevered Dreams.

After closing the Oasis, summon and build the location Scorched Obelisk and shuffle the Lost pile into it. When you close the Scorched Obelisk, you may draw the loot Mind Crystal; if you do, for the rest of the adventure, during the first turn of each scenario, a character may draw it.

Scenario Level (#): 6

Turn: 1, Adowyn/Hawkmoon

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:
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:
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:
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:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Spoiler:
Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

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:
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 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:
Lightning Storm
MM
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to your location.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Spoiler:
Dry Quicksand
MM
Barrier C
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this card next to your location and shuffle your token card into your location deck. When your token is returned to the location, banish this card.

Weapons
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:
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:
Fighting Crook
MM
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, and the check is to defeat a monster that does not have the Incorporeal or Ooze trait, you may additionally discard this card to add your Dexterity skill. After the check, reveal an armor or you are dealt 1 Combat damage.

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:
Bolas
MM
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic
To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check to defeat a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

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:
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:
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:
Corrosion
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Elemental Treaty
MM
Spell C
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.

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:
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:
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 Shield
MM
Armor C
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.

Items
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:
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:
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:
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:
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:
Tomb Raider
MM
Ally C
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:
Embalmer
MM
Ally C
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:
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.

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:
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 C
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; 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 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 Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

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 Pharasma:
Blessing of Pharasma
MM
Blessing C
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.

Hours Remaining: 29

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Nickademus:
Spoiler:
Hourglass Card 1 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 2 Lirianne/wkover
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 3 Meligaster/Iceman91:
Spoiler:
Hourglass Card 3 Meligaster/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 4 Grenek/NathanDavis:
Spoiler:
Hourglass Card 4 Grenek/NathanDavis
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 5 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 6 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 7 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 8 Meligaster/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 9 Grenek/NathanDavis:
Spoiler:
Hourglass Card 9 Grenek/NathanDavis
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 10 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 11 Kyra/Nickademus
Blessing of Horus
MM
Blessing C
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 12 Lirianne/wkover:
Spoiler:
Hourglass Card 12 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 13 Meligaster/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 14 Grenek/NathanDavis:
Spoiler:
Hourglass Card 14 Grenek/NathanDavis
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.
Hourglass Card 15 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 15 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 16 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 17 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 18 Meligaster/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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 19 Grenek/NathanDavis
Blessing of Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri
To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Hourglass Card 20 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 20 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 21 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 22 Lirianne/wkover
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 23 Meligaster/Iceman91:
Spoiler:
Hourglass Card 23 Meligaster/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 24 Grenek/NathanDavis:
Spoiler:
Hourglass Card 24 Grenek/NathanDavis
Blessing of the Elements
MM
Blessing C
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 25 Adowyn/Hawkmoon
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 26 Kyra/Nickademus:
Spoiler:
Hourglass Card 26 Kyra/Nickademus
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 27 Lirianne/wkover:
Spoiler:
Hourglass Card 27 Lirianne/wkover
Blessing of Abadar
MM
Blessing C
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.
Hourglass Card 28 Meligaster/Iceman91:
Spoiler:
Hourglass Card 28 Meligaster/Iceman91
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 29 Grenek/NathanDavis:
Spoiler:
Hourglass Card 29 Grenek/NathanDavis
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: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Altar of Riddles Card 1:
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.
Altar of Riddles Card 2:
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.
Altar of Riddles Card 3:
Staff of Focus
MM
Weapon C
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 + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Altar of Riddles Card 4:
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.
Altar of Riddles Card 5:
Stone Weasel
MM
Ally C
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.
Altar of Riddles Card 6:
Helpful Haversack
MM
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Altar of Riddles Card 7:
Special Proxy 10
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Altar of Riddles Card 8:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Altar of Riddles Card 9:
Special Proxy 1
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Altar of Riddles Card 10:
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Altar of Riddles Card 11:
The Evil Eye
MM
Barrier C
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.
Altar of Riddles Card 12:
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.

Location #2: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Eternal Arena Card 1:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Eternal Arena Card 2:
Special Proxy 18
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Eternal Arena Card 3:
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.
Eternal Arena Card 4:
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.
Eternal Arena Card 5:
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.
Eternal Arena Card 6:
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.
Eternal Arena Card 7:
Special Proxy 14
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Eternal Arena Card 8:
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.
Eternal Arena Card 9:
Disable Mechanism
MM
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to any Disable check.
Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Eternal Arena Card 10:
Tekenu
MM
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits.
You may succeed at a Stealth 7 check to evade the Tekenu.
If the check to defeat has the Divine trait, add 1d6.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
Eternal Arena Card 11:
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.
Eternal Arena Card 12:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.

Location #3: Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Adowyn/Hawkmoon, Kyra/Nickademus, Lirianne/wkover, Meligaster/Iceman91, Grenek/NathanDavis, None
Oasis Card 1:
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.
Oasis Card 2:
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.
Oasis Card 3:
Special Proxy 4
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Oasis Card 4:
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.
Oasis 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.
Oasis Card 6:
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.
Oasis Card 7:
Acid Jet
MM
Spell C
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, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Oasis Card 8:
Special Proxy 17
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Oasis Card 9:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Oasis Card 10:
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.
Oasis Card 11:
Alchemical Gas
MM
Barrier C
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.
Oasis Card 12:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.


Location #4: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Stonework Passages Card 1:
Immolate
MM
Spell C
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.
Stonework Passages Card 2:
Special Proxy 11
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Stonework Passages Card 3:
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.
Stonework Passages Card 4:
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.
Stonework Passages Card 5:
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.
Stonework Passages Card 6:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
Stonework Passages Card 7:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Stonework Passages Card 8:
Special Proxy 13
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Stonework Passages Card 9:
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.
Stonework Passages Card 10:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Stonework Passages Card 11:
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.
Stonework Passages Card 12:
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.

Location #5: The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
The Shiny Bauble Card 1:
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.
The Shiny Bauble 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.
The Shiny Bauble Card 3:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
The Shiny Bauble Card 4:
Special Proxy 16
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
The Shiny Bauble Card 5:
Noxious Bomb
MM
Item C
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.
The Shiny Bauble Card 6:
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.
The Shiny Bauble Card 7:
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.
The Shiny Bauble Card 8:
Effigy of Maat
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
The Shiny Bauble Card 9:
Blasphemous Priest
MM
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
The Shiny Bauble Card 10:
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.
The Shiny Bauble Card 11:
Special Proxy 15
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
The Shiny Bauble Card 12:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.


Location #6: Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Vault of Hidden Wisdom Card 1:
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.
Vault of Hidden Wisdom Card 2:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 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.
Vault of Hidden Wisdom Card 3:
Karnakin
RoB
Villain 3
Type: Monster
Traits:
Ratfolk
Wizard
To Defeat:
Combat 19
Before you act, each character is dealt 1 Mental damage that cannot be reduced.

The difficulty of the check to defeat is increased by 2 for each card of her favored type that any character plays on the check.

Vault of Hidden Wisdom 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.
Vault of Hidden Wisdom Card 5:
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.
Vault of Hidden Wisdom Card 6:
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.
Vault of Hidden Wisdom Card 7:
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.
Vault of Hidden Wisdom Card 8:
Smoked Glass Goggles
MM
Item C
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.
Vault of Hidden Wisdom Card 9:
Special Proxy 5
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Vault of Hidden Wisdom Card 10:
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.
Vault of Hidden Wisdom Card 11:
Special Proxy 12
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Vault of Hidden Wisdom Card 12:
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.

Location #7: Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Crypt Card 1:
Special Proxy 19
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Crypt Card 2:
Insanity Mist
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
Crypt Card 3:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Crypt Card 4:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Crypt 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.
Crypt Card 6:
Hungry Fog
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Crypt Card 7:
Special Proxy 2
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Crypt Card 8:
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.
Crypt Card 9:
Dagger of Doubling
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
Crypt Card 10:
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.
Crypt Card 11:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Crypt Card 12:
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.


Deck Handler

Turn 1: The hour is Blessing of Pharasma
.
.
.
.

Diplay Leryn

Free exploration: Acid Mantis
Shock Longbow +1, Aspect of the Falcon, Archer's Bracers
Combat 9: 1d10 + 4 + 1d8 + 1 + 1d6 + 2 ⇒ (8) + 4 + (2) + 1 + (4) + 2 = 21
Oasis re-roll
Combat 9: 1d10 + 4 + 1d8 + 1 + 1d6 + 2 ⇒ (5) + 4 + (5) + 1 + (2) + 2 = 19
Success
Defeated

Discard Wolf to explore: Stabbing Spear Staircase
Aspect of the Falcon
Perception 6: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (3) = 14
Success
Defeated

Exploration from Stabbing Spear Staircase: Proxy 4 (Cloud Puff)
Survival 4: 1d8 + 3 ⇒ (7) + 3 = 10
Success
Acquired

Ending my turn.
Recovery
Divine 7: 1d8 + 3 ⇒ (1) + 3 = 4
Failed
Discarded
Draw up
Recharge
Curse of Fevered Dreams Draw: 1d4 + 1 ⇒ (1) + 1 = 2

Adowyn wrote:

Hand: Wendifisa Spear, Aspect of the Monkey,

Displayed: Leryn (Cohort),
Deck: 12 Discard: 1 Buried: 0
Current Location: Oasis
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fox, Leryn (Ally), Blessing of the Greenfaith, Elk, Wolf, Crow
Recharged: Shock Longbow +1, Runewell's Echo, Blessing of Erastil, Archer's Bracers, Cloud Puff, Bloodscent,
Discard Pile: Aspect of the Falcon,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.


During This Adventure: The scourge die is 1d10.

During This Scenario: After drawing starting hands, shuffle the top 4 cards of each character’s deck into a Lost pile, then deal 2 cards from that pile into each location deck. Then each character suffers the scourge Curse of Fevered Dreams.

Characters start at the Oasis and cannot move until it is closed.

When you start your turn at the Oasis, suffer the scourge Curse of Fevered Dreams.

After closing the Oasis, summon and build the location Scorched Obelisk and shuffle the Lost pile into it. When you close the Scorched Obelisk, you may draw the loot Mind Crystal; if you do, for the rest of the adventure, during the first turn of each scenario, a character may draw it.

Additional Rules:

Curse of Fevered Dreams:

Scourge
Traits: Curse Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. If you already have Curse of Fevered Dreams displayed, banish this card.

Scenario Level (#): 6

Turn: 2, Kyra/Nickademus

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:
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:
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:
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.

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:
Blasphemous Priest
MM
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

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:
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:
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.

Weapons
Spoiler:
Icy Longspear +1
MM
Weapon C
Traits:
Spear
Melee
Piercing
2-Handed
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.

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:
Twin Serpent Quarterstaff
MM
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Nethys
Elite
To Acquire:
Strength
Melee
Arcane 9
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.
Reveal this card and discard a card that has the Nethys trait or a spell to add 2d4 and the Attack, Force, and Magic traits to a combat check by a character at another location.

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.

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.

Spells
Spoiler:
Caustic Fog
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.

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:
Corrosion
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Symbol of Pain
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. 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 11 check to recharge it instead.

Spoiler:
Elemental Treaty
MM
Spell C
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.

Armors
Spoiler:
Armor of the Sands
MM
Armor C
Traits:
Clothing
Magic
Arcane
Divine
Elite
To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or 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.

Spoiler:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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:
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 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:
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:
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:
Acid Flask
MM
Item C
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:
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:
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.

Allies
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:
Tomb Raider
MM
Ally C
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:
Idorii
MM
Ally 1
Traits:
Half-Elf
Fighter
To Acquire:
Melee
Charisma
Diplomacy 9
If you fail to acquire this card, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check by a character at your location.
Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.

Spoiler:
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.

Spoiler:
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.

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 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 Nethys
MM
Blessing C
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 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.

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: 28

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lirianne/wkover:
Spoiler:
Hourglass Card 1 Lirianne/wkover
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 2 Meligaster/Iceman91:
Spoiler:
Hourglass Card 2 Meligaster/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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 3 Grenek/NathanDavis
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 4 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 5 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 6 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 7 Meligaster/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 8 Grenek/NathanDavis:
Spoiler:
Hourglass Card 8 Grenek/NathanDavis
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 9 Adowyn/Hawkmoon
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 10 Kyra/Nickademus:
Spoiler:
Hourglass Card 10 Kyra/Nickademus
Blessing of Horus
MM
Blessing C
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 11 Lirianne/wkover:
Spoiler:
Hourglass Card 11 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 12 Meligaster/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 13 Grenek/NathanDavis:
Spoiler:
Hourglass Card 13 Grenek/NathanDavis
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.
Hourglass Card 14 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 14 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 15 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 16 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 17 Meligaster/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 18 Grenek/NathanDavis:
Spoiler:
Hourglass Card 18 Grenek/NathanDavis
Blessing of Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri
To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Hourglass Card 19 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 19 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 20 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 21 Lirianne/wkover
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 22 Meligaster/Iceman91:
Spoiler:
Hourglass Card 22 Meligaster/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 23 Grenek/NathanDavis:
Spoiler:
Hourglass Card 23 Grenek/NathanDavis
Blessing of the Elements
MM
Blessing C
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 24 Adowyn/Hawkmoon
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 25 Kyra/Nickademus:
Spoiler:
Hourglass Card 25 Kyra/Nickademus
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 26 Lirianne/wkover:
Spoiler:
Hourglass Card 26 Lirianne/wkover
Blessing of Abadar
MM
Blessing C
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.
Hourglass Card 27 Meligaster/Iceman91:
Spoiler:
Hourglass Card 27 Meligaster/Iceman91
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 28 Grenek/NathanDavis:
Spoiler:
Hourglass Card 28 Grenek/NathanDavis
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: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Altar of Riddles Card 1:
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.
Altar of Riddles Card 2:
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.
Altar of Riddles Card 3:
Staff of Focus
MM
Weapon C
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 + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Altar of Riddles Card 4:
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.
Altar of Riddles Card 5:
Stone Weasel
MM
Ally C
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.
Altar of Riddles Card 6:
Helpful Haversack
MM
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Altar of Riddles Card 7:
Special Proxy 10
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Altar of Riddles Card 8:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Altar of Riddles Card 9:
Special Proxy 1
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Altar of Riddles Card 10:
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Altar of Riddles Card 11:
The Evil Eye
MM
Barrier C
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.
Altar of Riddles Card 12:
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.

Location #2: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Eternal Arena Card 1:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Eternal Arena Card 2:
Special Proxy 18
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Eternal Arena Card 3:
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.
Eternal Arena Card 4:
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.
Eternal Arena Card 5:
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.
Eternal Arena Card 6:
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.
Eternal Arena Card 7:
Special Proxy 14
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Eternal Arena Card 8:
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.
Eternal Arena Card 9:
Disable Mechanism
MM
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to any Disable check.
Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Eternal Arena Card 10:
Tekenu
MM
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits.
You may succeed at a Stealth 7 check to evade the Tekenu.
If the check to defeat has the Divine trait, add 1d6.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
Eternal Arena Card 11:
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.
Eternal Arena Card 12:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.

Location #3: Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Adowyn/Hawkmoon, Kyra/Nickademus, Lirianne/wkover, Meligaster/Iceman91, Grenek/NathanDavis, None
Oasis Card 1:
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.
Oasis Card 2:
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.
Oasis 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.
Oasis Card 4:
Acid Jet
MM
Spell C
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, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Oasis Card 5:
Special Proxy 17
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Oasis Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Oasis Card 7:
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.
Oasis Card 8:
Alchemical Gas
MM
Barrier C
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.
Oasis Card 9:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.


Location #4: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Stonework Passages Card 1:
Immolate
MM
Spell C
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.
Stonework Passages Card 2:
Special Proxy 11
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Stonework Passages Card 3:
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.
Stonework Passages Card 4:
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.
Stonework Passages Card 5:
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.
Stonework Passages Card 6:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
Stonework Passages Card 7:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Stonework Passages Card 8:
Special Proxy 13
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Stonework Passages Card 9:
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.
Stonework Passages Card 10:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Stonework Passages Card 11:
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.
Stonework Passages Card 12:
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.

Location #5: The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
The Shiny Bauble Card 1:
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.
The Shiny Bauble 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.
The Shiny Bauble Card 3:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
The Shiny Bauble Card 4:
Special Proxy 16
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
The Shiny Bauble Card 5:
Noxious Bomb
MM
Item C
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.
The Shiny Bauble Card 6:
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.
The Shiny Bauble Card 7:
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.
The Shiny Bauble Card 8:
Effigy of Maat
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
The Shiny Bauble Card 9:
Blasphemous Priest
MM
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
The Shiny Bauble Card 10:
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.
The Shiny Bauble Card 11:
Special Proxy 15
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
The Shiny Bauble Card 12:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.


Location #6: Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Vault of Hidden Wisdom Card 1:
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.
Vault of Hidden Wisdom Card 2:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 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.
Vault of Hidden Wisdom Card 3:
Karnakin
RoB
Villain 3
Type: Monster
Traits:
Ratfolk
Wizard
To Defeat:
Combat 19
Before you act, each character is dealt 1 Mental damage that cannot be reduced.

The difficulty of the check to defeat is increased by 2 for each card of her favored type that any character plays on the check.

Vault of Hidden Wisdom 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.
Vault of Hidden Wisdom Card 5:
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.
Vault of Hidden Wisdom Card 6:
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.
Vault of Hidden Wisdom Card 7:
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.
Vault of Hidden Wisdom Card 8:
Smoked Glass Goggles
MM
Item C
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.
Vault of Hidden Wisdom Card 9:
Special Proxy 5
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Vault of Hidden Wisdom Card 10:
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.
Vault of Hidden Wisdom Card 11:
Special Proxy 12
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Vault of Hidden Wisdom Card 12:
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.

Location #7: Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Crypt Card 1:
Special Proxy 19
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Crypt Card 2:
Insanity Mist
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
Crypt Card 3:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Crypt Card 4:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Crypt 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.
Crypt Card 6:
Hungry Fog
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Crypt Card 7:
Special Proxy 2
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Crypt Card 8:
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.
Crypt Card 9:
Dagger of Doubling
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
Crypt Card 10:
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.
Crypt Card 11:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Crypt Card 12:
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.


.
.
.
.

-- Kyra's Turn --
Location: Oasis - When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.

Start of Turn:
Suffer the scourge Curse of Fevered Dreams.

On-Turn Actions
Give a Card: Give Sling (Core) to Adowyn.
Display Chain Mail.

Free Exploration: Mumia
Automatic Failure
Mumia is banished.

Ending Turn
End of Turn: Recharge Holy Symbol to remove Curse of Fevered Dreams.
Reset: Drawing three cards.

Kyra wrote:

Hand: The Dance, Giantbane Greataxe, Iomedae's Justice, Sarenrae's Light, Acolyte (Core),

Displayed: Chain Mail (Core),
Deck: 6 Discard: 0 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Abadar's Law, Restorative Touch, Divine Insight, Desna's Freedom, Enchant Weapon
Recharged: Holy Symbol,
Discard Pile:
Buried Pile:

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, ☐ Weapon
POWERS:
On a local check against an Outsider or Undead bane (☐ or against a Divine or Healing boon), add 1d4 (☑ 1d6) and the Magic trait.
At the (☐ start or) end of your turn, you may recharge a Divine card to (☑ remove a scourge from a local character or) heal a local character a card (☐ or 1d4 cards).
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
☐ On your check to recharge a Divine non-Attack spell, you may automatically succeed. (☐ Then you may shuffle your deck.)
☐ When a local character would suffer a scourge, you may suffer it instead.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Out of turn: Recharging BoG and Fox for Kyra's Mumia roll.

Int 8: 2d6 + 1d4 ⇒ (3, 2) + (4) = 9 - Kyra acquires Mumia

My Hour: Pharasma. Not exchanging anything with kit.

Explore Oasis, encounter Blessing of the Ancients.

Div 3: 1d4 ⇒ 1 - fail, banished

Discard Milani to explore, encounter Ubashki. Don't want to bury a card, so Ubashki is banished.

Recharge Leech to heal myself.

# cards healed?: 1d4 - 1 ⇒ (2) - 1 = 1 - Milani healed

Display armor, draw 5 cards, recharge hand.

# cards drawn for Fevered Dreams?: 1d4 + 1 ⇒ (2) + 1 = 3

Lirianne wrote:

Hand: Blackjack's Rapier, Toxic Blunderbuss +1, Blackjack's Gear,

Displayed: Curse of Fevered Dreams, Quilted Cloth Armor,
Kit: Blackjack's Daggers, Double-Barreled Musket, Blessing of the Gods 2,
Deck: 9 Discard: 0 Buried: 0

Skills and Powers:
SKILLS

Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Ranged: Dexterity +2
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Craft: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Light Armors Weapons
POWERS:
When you play a card that has the Firearm trait, if you would bury or shuffle it into your deck, you may keep it and perform the action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([X] You may then recharge a card that has the Firearm trait from your discard pile.)
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X] Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.
[ ] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack card instead.
Reroll used? n
Hero points: 2

Kyra acquired Mumia on her turn.


Deck Handler

Off-turn: no activity

Mel's turn
Hour of the Ancients

Start of turn: already Cursed

Give Flame Staff to Kyra

End of move step, recharge Fortune-teller and name boon: Acid Jet Caustic Fog
Reveal Sage for ability, recharge Sage, ask Kyra to discard The Dance
Wis 11: 1d4 + 1d4 + 1d6 + 2d4 ⇒ (3) + (3) + (2) + (2, 1) = 11 Success

Free explore of Oasis #5: Proxy 17: Acadamae Student
Cannot fail Arcane 3 - acquired (but it uses up Mindbender)

Discard Mindblade to explore Oasis #6: Guecubu

Spoiler:
Monster 3
Traits: Undead
To Defeat: Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Cast Vampiric Touch, reveal Student for ability, Kyra turns undead
Combat 15: 1d12 + 3 + 2d6 + 1d4 + 1d6 ⇒ (4) + 3 + (5, 3) + (3) + (4) = 22 Success
Scourge: 1d10 ⇒ 5 - Curse of the Ravenous
Heal Mindblade

End turn
Nothing for Ravenous to consume
Recharge Vampiric Touch, recharging Student: Arcane 11: 1d12 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6 Failure
Draw up, then recharge hand and draw 1d4 + 1 ⇒ (1) + 1 = 2 cards.

Meligaster wrote:

Hand: Psychic Detective, Blessing of Abadar,

Displayed: Curse of Fevered Dreams, Curse of the Ravenous,
Deck: 11 Discard: 1 Buried: 0
Hero Points: 1
Used Accessory Reroll: N
NOTES:
Available Support: Blessing is available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Bracers of Protection (Core), Locate Object (Core), Mindblade
Recharged: Sage, Acadamae Student, Chain Lightning (Core), Fortune-teller, Blessing of the Gods, Lightning Bolt (Core), Shield Cloak, Caustic Fog,
Discard Pile: Vampiric Touch,
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Perception: Int +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Cha +1
Diplomacy: Cha +2

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane, Mental
POWERS:
For your combat check, you may discard a card to use Arcane + 1d4 (□ 2d4) (□ 2d8) plus the card's level and add the Attack, Magic, and (□ Force or) Mental traits. This counts as playing a spell.
On your first (□ or any) check on any turn to acquire an ally or defeat a monster, add 2. (☑ If you defeat the monster and would banish it, you may draw it.) (☑ If you do not draw the monster, you may explore your location.)
On your check to defeat or acquire, you may reveal an ally or a monster to add 1d4 (□ +1). If you fail the check, recharge the revealed card.
□ When you would recharge, discard, or bury an ally from your hand for its power, you may return it to the vault instead to recharge a new ally.
□ On your check that invokes Outsider, add 2 (□ 4), and you may also add the Force trait.
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 1d10.

During This Scenario: After drawing starting hands, shuffle the top 4 cards of each character’s deck into a Lost pile, then deal 2 cards from that pile into each location deck. Then each character suffers the scourge Curse of Fevered Dreams.

Characters start at the Oasis and cannot move until it is closed.

When you start your turn at the Oasis, suffer the scourge Curse of Fevered Dreams.

After closing the Oasis, summon and build the location Scorched Obelisk and shuffle the Lost pile into it. When you close the Scorched Obelisk, you may draw the loot Mind Crystal; if you do, for the rest of the adventure, during the first turn of each scenario, a character may draw it.

Additional Rules:

Curse of Fevered Dreams:

Scourge
Traits: Curse Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. If you already have Curse of Fevered Dreams displayed, banish this card.

Scenario Level (#): 6

Turn: 5, Grenek/NathanDavis

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:
Blasphemous Priest
MM
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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.

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:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

Spoiler:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.

Barriers
Spoiler:
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.

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:
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:
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.

Weapons
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:
Staff of Dark Flame
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
To Acquire:
Strength
Melee
Arcane
Divine 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.
Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.

Spoiler:
Staff of Uraeus
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
To Acquire:
Strength
Melee
Charisma 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

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:
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:
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:
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:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

Spoiler:
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.

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.

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:
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:
Portable Sarcophagus
MM
Armor P
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

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:
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.

Items
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.

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:
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.

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:
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.

Allies
Spoiler:
Reed Moccasin
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison
To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

Spoiler:
Idorii
MM
Ally 1
Traits:
Half-Elf
Fighter
To Acquire:
Melee
Charisma
Diplomacy 9
If you fail to acquire this card, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check by a character at your location.
Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.

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:
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:
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 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 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 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 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.

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: 25

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 1 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 2 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 3 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 4 Meligaster/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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 5 Grenek/NathanDavis
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 6 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 6 Adowyn/Hawkmoon
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 7 Kyra/Nickademus:
Spoiler:
Hourglass Card 7 Kyra/Nickademus
Blessing of Horus
MM
Blessing C
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 8 Lirianne/wkover:
Spoiler:
Hourglass Card 8 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 9 Meligaster/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 10 Grenek/NathanDavis:
Spoiler:
Hourglass Card 10 Grenek/NathanDavis
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.
Hourglass Card 11 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 11 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 12 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 13 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 14 Meligaster/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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 15 Grenek/NathanDavis
Blessing of Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri
To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Hourglass Card 16 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 16 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 17 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 18 Lirianne/wkover
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 19 Meligaster/Iceman91:
Spoiler:
Hourglass Card 19 Meligaster/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 20 Grenek/NathanDavis:
Spoiler:
Hourglass Card 20 Grenek/NathanDavis
Blessing of the Elements
MM
Blessing C
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 21 Adowyn/Hawkmoon
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 22 Kyra/Nickademus:
Spoiler:
Hourglass Card 22 Kyra/Nickademus
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 23 Lirianne/wkover:
Spoiler:
Hourglass Card 23 Lirianne/wkover
Blessing of Abadar
MM
Blessing C
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.
Hourglass Card 24 Meligaster/Iceman91:
Spoiler:
Hourglass Card 24 Meligaster/Iceman91
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 25 Grenek/NathanDavis:
Spoiler:
Hourglass Card 25 Grenek/NathanDavis
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: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Altar of Riddles Card 1:
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.
Altar of Riddles Card 2:
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.
Altar of Riddles Card 3:
Staff of Focus
MM
Weapon C
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 + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Altar of Riddles Card 4:
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.
Altar of Riddles Card 5:
Stone Weasel
MM
Ally C
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.
Altar of Riddles Card 6:
Helpful Haversack
MM
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Altar of Riddles Card 7:
Special Proxy 10
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Altar of Riddles Card 8:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Altar of Riddles Card 9:
Special Proxy 1
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Altar of Riddles Card 10:
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Altar of Riddles Card 11:
The Evil Eye
MM
Barrier C
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.
Altar of Riddles Card 12:
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.

Location #2: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Eternal Arena Card 1:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Eternal Arena Card 2:
Special Proxy 18
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Eternal Arena Card 3:
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.
Eternal Arena Card 4:
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.
Eternal Arena Card 5:
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.
Eternal Arena Card 6:
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.
Eternal Arena Card 7:
Special Proxy 14
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Eternal Arena Card 8:
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.
Eternal Arena Card 9:
Disable Mechanism
MM
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to any Disable check.
Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Eternal Arena Card 10:
Tekenu
MM
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits.
You may succeed at a Stealth 7 check to evade the Tekenu.
If the check to defeat has the Divine trait, add 1d6.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
Eternal Arena Card 11:
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.
Eternal Arena Card 12:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.

Location #3: Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Adowyn/Hawkmoon, Kyra/Nickademus, Lirianne/wkover, Meligaster/Iceman91, Grenek/NathanDavis, None
Oasis Card 1:
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.
Oasis Card 2:
Alchemical Gas
MM
Barrier C
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.
Oasis Card 3:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.


Location #4: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Stonework Passages Card 1:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Stonework Passages Card 2:
Special Proxy 11
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Stonework Passages Card 3:
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.
Stonework Passages Card 4:
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.
Stonework Passages Card 5:
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.
Stonework Passages Card 6:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
Stonework Passages Card 7:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Stonework Passages Card 8:
Special Proxy 13
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Stonework Passages Card 9:
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.
Stonework Passages Card 10:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Stonework Passages Card 11:
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.
Stonework Passages Card 12:
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.

Location #5: The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
The Shiny Bauble Card 1:
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.
The Shiny Bauble 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.
The Shiny Bauble Card 3:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
The Shiny Bauble Card 4:
Special Proxy 16
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
The Shiny Bauble Card 5:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
The Shiny Bauble Card 6:
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.
The Shiny Bauble Card 7:
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.
The Shiny Bauble Card 8:
Effigy of Maat
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
The Shiny Bauble Card 9:
Blasphemous Priest
MM
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
The Shiny Bauble Card 10:
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.
The Shiny Bauble Card 11:
Special Proxy 15
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
The Shiny Bauble Card 12:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.


Location #6: Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Vault of Hidden Wisdom Card 1:
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.
Vault of Hidden Wisdom Card 2:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 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.
Vault of Hidden Wisdom Card 3:
Karnakin
RoB
Villain 3
Type: Monster
Traits:
Ratfolk
Wizard
To Defeat:
Combat 19
Before you act, each character is dealt 1 Mental damage that cannot be reduced.

The difficulty of the check to defeat is increased by 2 for each card of her favored type that any character plays on the check.

Vault of Hidden Wisdom 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.
Vault of Hidden Wisdom Card 5:
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.
Vault of Hidden Wisdom Card 6:
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.
Vault of Hidden Wisdom Card 7:
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.
Vault of Hidden Wisdom Card 8:
Smoked Glass Goggles
MM
Item C
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.
Vault of Hidden Wisdom Card 9:
Special Proxy 5
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Vault of Hidden Wisdom Card 10:
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.
Vault of Hidden Wisdom Card 11:
Special Proxy 12
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Vault of Hidden Wisdom Card 12:
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.

Location #7: Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Crypt Card 1:
Special Proxy 19
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Crypt Card 2:
Insanity Mist
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
Crypt Card 3:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Crypt Card 4:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Crypt 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.
Crypt Card 6:
Hungry Fog
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Crypt Card 7:
Special Proxy 2
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Crypt Card 8:
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.
Crypt Card 9:
Dagger of Doubling
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
Crypt Card 10:
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.
Crypt Card 11:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Crypt Card 12:
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.


Deck Handler // Searching for: Weapon 6 > Blessing 6 > Item 5

Hour of the Elements

Free explore and encounter Blessing of the Ancients

Divine 3: 1d4 ⇒ 1 Banished

Discard Pit Gladiator to explore and encounter Alchemical Gas
Don't Call Me Bunny: Bury Pit Gladiator. Discard Meligaster's Blessing of Abadar. Going big because this location will make succeeding very difficult.

Intelligence 7: 1d6 + 1d8 + 3 + 2d6 ⇒ (1) + (2) + 3 + (5, 4) = 15
Location reroll
Intelligence 7: 1d6 + 1d8 + 3 + 2d6 ⇒ (6) + (7) + 3 + (4, 1) = 21 Banished!
Sadly no more explores

Display Studded Leather Armor

Reset Draw Potion of Healing and Giantbane Greataxe. Recharge hand.

Draw Cards: 1d4 + 1 ⇒ (3) + 1 = 4

Grenek wrote:

Hand: Reformarium Servant, Blessing of Venkelvore, Glamered Leather Armor, Crowbar,

Displayed: Studded Leather Armor,
Deck: 7 Discard: 0 Buried: 1
Current Location: Oasis
Hero Points: 4
Goblin Tokens: 1
NOTES:
Available Support: Blessing of Venkelvore: 1d or 2d vs Undead
Other: Local Check Against Monster: Discard to add 1d4 Pierce.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Swordbreaker
Recharged: Vicious Scythe, Blessing of Lady Lastbreath, Giantbane Greataxe, Drums of Panic, Potion of Healing, War Drum,
Discard Pile:
Buried Pile: Pit Gladiator,

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Fortitude: Constitution +1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +0

Rabbitpuncher
Favored Card: Melee Weapon
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster (☑ or a bane), you may bury a random card from your discards (☑ or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard (☐ or recharge) a card (☐ or remove a goblin marker from this card) to add 1d4 (☐ 1d6) (☐ 1d8) and the Piercing trait.
At the end of your turn, you may move, any local Goblin characters may move with you. (☐ then you may examine the top card of your location, then you may move again).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ On your non-combat Strength or non-combat Fortitude (☐ or combat) check, add the number of goblin markers on this card.
☐ Your hand size is increased by the number of goblin markers on this card.

Grenek searches and searches for a way out. His Pit Gladiator tries to help but succumbs to a gas trap. Grenek eats the trap and has some mild indigestion. Meligaster is disgusted.

Meligaster discards Blessing of Abadar
Oasis: Banished 1-2


Deck Handler

Turn 6: The hour is Blessing of the Elements
.
.
.

Start of turn
Examine: Brain Spider

I think I can close even if I fail to defeat...

Free exploration: Brain Spider
Wendifa Spear, Sling
Combat 14: 1d8 + 3 + 1d12 + 1 + 1d12 + 1d4 ⇒ (8) + 3 + (5) + 1 + (12) + (4) = 33
Success
Defeated

Attempting to close location
Recharge Aspect of the Monkey
Location closed
Any of us can recharge any number of liquid cards from our discard pile.

Ending my turn.
Drawing and recharging 6
Curse of Fevered Dreams: 1d4 + 1 ⇒ (2) + 1 = 3

Adowyn wrote:

Hand: Shock Longbow +1, Runewell's Echo, Blessing of Erastil,

Displayed: Leryn (Cohort),
Deck: 11 Discard: 2 Buried: 0
Current Location: Oasis
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Archer's Bracers, Cloud Puff, Bloodscent, Sling (Core), Aspect of the Monkey, Blessing of the Greenfaith, Wolf, Fox, Elk, Leryn (Ally), Crow,
Discard Pile: Aspect of the Falcon, Wendifisa Spear,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
After you defeat a monster (☑ or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. (☐ Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter (☐ or discard a card to allow another character at your location to do so.) Then you may examine the top card of your location check.


During This Adventure: The scourge die is 1d10.

During This Scenario: After drawing starting hands, shuffle the top 4 cards of each character’s deck into a Lost pile, then deal 2 cards from that pile into each location deck. Then each character suffers the scourge Curse of Fevered Dreams.

Characters start at the Oasis and cannot move until it is closed.

When you start your turn at the Oasis, suffer the scourge Curse of Fevered Dreams.

After closing the Oasis, summon and build the location Scorched Obelisk and shuffle the Lost pile into it. When you close the Scorched Obelisk, you may draw the loot Mind Crystal; if you do, for the rest of the adventure, during the first turn of each scenario, a character may draw it.

Additional Rules:

Curse of Fevered Dreams:

Scourge
Traits: Curse Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. If you already have Curse of Fevered Dreams displayed, banish this card.

Scenario Level (#): 6

Turn: 7, Kyra/Nickademus

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:
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:
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 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:
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:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Barriers
Spoiler:
Blast Glyph
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

Spoiler:
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.

Spoiler:
Void Glyph
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

Spoiler:
Grave Goods
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.


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:
Staff of Uraeus
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
To Acquire:
Strength
Melee
Charisma 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

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:
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:
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:
Staff of Dark Flame
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
To Acquire:
Strength
Melee
Arcane
Divine 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.
Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.

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:
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:
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:
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:
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.

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:
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 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.

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:
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.

Items
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.

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:
Ghost Battling Ring
MM
Item C
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:
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:
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:
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:
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.

Spoiler:
Fire Gecko
MM
Ally C
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 do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

Spoiler:
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.

Spoiler:
Falto
MM
Ally C
Traits:
Human
Rogue
Hireling
To Acquire:
Charisma
Diplomacy 10
If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
Recharge this card to add 1 die to any Diplomacy check.
Recharge this card to add 1 die to a check to acquire an item by a character at your location.
Discard this card to explore your location.

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 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 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 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: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Lirianne/wkover:
Spoiler:
Hourglass Card 1 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 2 Meligaster/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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 3 Grenek/NathanDavis
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 4 Adowyn/Hawkmoon
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 5 Kyra/Nickademus:
Spoiler:
Hourglass Card 5 Kyra/Nickademus
Blessing of Horus
MM
Blessing C
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 6 Lirianne/wkover:
Spoiler:
Hourglass Card 6 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 7 Meligaster/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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 8 Grenek/NathanDavis
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.
Hourglass Card 9 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 9 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 10 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 11 Lirianne/wkover
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 Meligaster/Iceman91:
Spoiler:
Hourglass Card 12 Meligaster/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 Grenek/NathanDavis:
Spoiler:
Hourglass Card 13 Grenek/NathanDavis
Blessing of Khepri
MM
Blessing P
Traits:
Divine
Healing
Khepri
To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Hourglass Card 14 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 14 Adowyn/Hawkmoon
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 Kyra/Nickademus:
Spoiler:
Hourglass Card 15 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 16 Lirianne/wkover
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 17 Meligaster/Iceman91:
Spoiler:
Hourglass Card 17 Meligaster/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 18 Grenek/NathanDavis:
Spoiler:
Hourglass Card 18 Grenek/NathanDavis
Blessing of the Elements
MM
Blessing C
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 Adowyn/Hawkmoon:
Spoiler:
Hourglass Card 19 Adowyn/Hawkmoon
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 20 Kyra/Nickademus:
Spoiler:
Hourglass Card 20 Kyra/Nickademus
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 Lirianne/wkover:
Spoiler:
Hourglass Card 21 Lirianne/wkover
Blessing of Abadar
MM
Blessing C
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.
Hourglass Card 22 Meligaster/Iceman91:
Spoiler:
Hourglass Card 22 Meligaster/Iceman91
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 23 Grenek/NathanDavis:
Spoiler:
Hourglass Card 23 Grenek/NathanDavis
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: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Altar of Riddles Card 1:
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.
Altar of Riddles Card 2:
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.
Altar of Riddles Card 3:
Staff of Focus
MM
Weapon C
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 + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Altar of Riddles Card 4:
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.
Altar of Riddles Card 5:
Stone Weasel
MM
Ally C
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.
Altar of Riddles Card 6:
Helpful Haversack
MM
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Altar of Riddles Card 7:
Special Proxy 10
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Altar of Riddles Card 8:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Altar of Riddles Card 9:
Special Proxy 1
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Altar of Riddles Card 10:
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Altar of Riddles Card 11:
The Evil Eye
MM
Barrier C
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.
Altar of Riddles Card 12:
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.

Location #2: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Eternal Arena Card 1:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Eternal Arena Card 2:
Special Proxy 18
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Eternal Arena Card 3:
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.
Eternal Arena Card 4:
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.
Eternal Arena Card 5:
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.
Eternal Arena Card 6:
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.
Eternal Arena Card 7:
Special Proxy 14
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Eternal Arena Card 8:
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.
Eternal Arena Card 9:
Disable Mechanism
MM
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to any Disable check.
Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Eternal Arena Card 10:
Tekenu
MM
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits.
You may succeed at a Stealth 7 check to evade the Tekenu.
If the check to defeat has the Divine trait, add 1d6.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
Eternal Arena Card 11:
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.
Eternal Arena Card 12:
Giant Crocodile
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.

Location #3: Oasis
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Adowyn/Hawkmoon, Kyra/Nickademus, Lirianne/wkover, Meligaster/Iceman91, Grenek/NathanDavis, None

Location #4: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Stonework Passages Card 1:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Stonework Passages Card 2:
Special Proxy 11
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Stonework Passages Card 3:
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.
Stonework Passages Card 4:
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.
Stonework Passages Card 5:
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.
Stonework Passages Card 6:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
Stonework Passages Card 7:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Stonework Passages Card 8:
Special Proxy 13
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Stonework Passages Card 9:
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.
Stonework Passages Card 10:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
Stonework Passages Card 11:
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.
Stonework Passages Card 12:
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.

Location #5: The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
The Shiny Bauble Card 1:
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.
The Shiny Bauble 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.
The Shiny Bauble Card 3:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
The Shiny Bauble Card 4:
Special Proxy 16
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
The Shiny Bauble Card 5:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
The Shiny Bauble Card 6:
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.
The Shiny Bauble Card 7:
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.
The Shiny Bauble Card 8:
Effigy of Maat
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
The Shiny Bauble Card 9:
Blasphemous Priest
MM
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
The Shiny Bauble Card 10:
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.
The Shiny Bauble Card 11:
Special Proxy 15
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
The Shiny Bauble Card 12:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.


Location #6: Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Vault of Hidden Wisdom Card 1:
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.
Vault of Hidden Wisdom Card 2:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 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.
Vault of Hidden Wisdom Card 3:
Karnakin
RoB
Villain 3
Type: Monster
Traits:
Ratfolk
Wizard
To Defeat:
Combat 19
Before you act, each character is dealt 1 Mental damage that cannot be reduced.

The difficulty of the check to defeat is increased by 2 for each card of her favored type that any character plays on the check.

Vault of Hidden Wisdom 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.
Vault of Hidden Wisdom Card 5:
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.
Vault of Hidden Wisdom Card 6:
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.
Vault of Hidden Wisdom Card 7:
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.
Vault of Hidden Wisdom Card 8:
Smoked Glass Goggles
MM
Item C
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.
Vault of Hidden Wisdom Card 9:
Special Proxy 5
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Vault of Hidden Wisdom Card 10:
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.
Vault of Hidden Wisdom Card 11:
Special Proxy 12
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Vault of Hidden Wisdom Card 12:
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.

Location #7: Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Crypt Card 1:
Special Proxy 19
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Crypt Card 2:
Insanity Mist
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
Crypt Card 3:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Crypt Card 4:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Crypt 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.
Crypt Card 6:
Hungry Fog
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Crypt Card 7:
Special Proxy 2
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Crypt Card 8:
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.
Crypt Card 9:
Dagger of Doubling
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
Crypt Card 10:
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.
Crypt Card 11:
Brain Spider
RoB
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 14
If undefeated, display this card. While displayed, you cannot move or explore. On your move step, move to
a random occupied location and discard a card, then another character at your location is dealt 3 Combat
damage. When any character starts his turn at your location, he may succeed at a Strength or Melee 6
check to banish this card.

If defeated, you may immediately attempt to close
the location this henchman came from.

Crypt Card 12:
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.

Location #8: Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here:
Scorched Obelisk Card 1:
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.
Scorched Obelisk Card 2:
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.
Scorched Obelisk Card 3:
Special Proxy 6
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Scorched Obelisk Card 4:
Special Proxy 7
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Scorched Obelisk Card 5:
Special Proxy 9
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Scorched Obelisk Card 6:
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.
Scorched Obelisk Card 7:
Special Proxy 20
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Scorched Obelisk Card 8:
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.
Scorched Obelisk Card 9:
Special Proxy 8
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Scorched Obelisk Card 10:
Special Proxy 3
None
Proxy 0
Traits:
To Defeat:
None None
This card is a proxy for another card.
Scorched Obelisk Card 11:
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.
Scorched Obelisk Card 12:
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.
Scorched Obelisk Card 13:
Portable Sarcophagus
MM
Armor P
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Scorched Obelisk Card 14:
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.
Scorched Obelisk Card 15:
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.


Who has the Nexus Crystal? In turn order from turn 1: 1d5 ⇒ 2
Looks like Kyra does.


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-- Kyra's Turn --
Location: Oasis

Start of Turn:
Suffer the scourge Curse of Fevered Dreams.

On-Turn Actions
Give a Card: Give Flame Staff to Meligaster.
Banish Mumia to banish Meligaster's Curse of the Ravenous.

Move Step: Moving to Vault of Hidden Wisdom.
Location: Vault of Hidden Wisdom - If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.

Free Exploration: Sands of Time
Divine 8: 1d10 + 5 ⇒ (4) + 5 = 9
Success
Sands of Time is acquired.

Display Sands of Time at Vault of Hidden Wisdom.

Ending Turn
End of Turn: Recharge Sarenrae's Light to remove Curse of Fevered Dreams.
Reset: Drawing three cards.

Kyra wrote:

Hand: Giantbane Greataxe, Iomedae's Justice, Acolyte (Core), Abadar's Law, Enchant Weapon,

Displayed: Chain Mail (Core), Sands of Time,
Deck: 5 Discard: 1 Buried: 0
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Restorative Touch, Desna's Freedom, Divine Insight
Recharged: Holy Symbol, Sarenrae's Light,
Discard Pile: The Dance,
Buried Pile:

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, ☐ Weapon
POWERS:
On a local check against an Outsider or Undead bane (☐ or against a Divine or Healing boon), add 1d4 (☑ 1d6) and the Magic trait.
At the (☐ start or) end of your turn, you may recharge a Divine card to (☑ remove a scourge from a local character or) heal a local character a card (☐ or 1d4 cards).
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
☐ On your check to recharge a Divine non-Attack spell, you may automatically succeed. (☐ Then you may shuffle your deck.)
☐ When a local character would suffer a scourge, you may suffer it instead.


STR d4 | DEX d10 (Ranged +2; Acro +3; Stealth +3) | CON d6 | INT d8 (Craft +1) | WIS d8 (Percep +2) | CHA d6 (Diplo +3) Deck Handler

Hour: B of Elements. Not swapping anything with my kit.

Give Blackjack's Rapier to Grenek. Display Blackjack's Gear.

Follow Kyra to Vault of Hidden Wisdom, encounter Telekinesis Trap.

TK trap:
Telekinesis Trap
MM
Barrier 2
Traits:
Trap
Arcane
Magic
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.

Asking Mel for Abadar.

Con 9 w/ blessing: 3d6 ⇒ (3, 6, 6) = 15 - barrier defeated

Per 7 free explore?: 1d8 + 2 ⇒ (7) + 2 = 9 - yes, get a bonus explore

Free explore=villain!

Karnakin:
Karnakin
RoB
Villain 3
Type: Monster
Traits:
Ratfolk
Wizard
To Defeat:
Combat 19
Before you act, each character is dealt 1 Mental damage that cannot be reduced.
The difficulty of the check to defeat is increased by 2 for each card of her favored type that any character plays on the check.

For BYA, all characters (regardless of location) each take 1 mental damage that can't be reduced. Only have 1 card in hand, so toxic blunderbuss must be discarded for damage. No weapon left, so auto-fail vs. villain.

Pausing to see if Kyra wants to avenge the failed villain combat.


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Discard Abadar's Law for damage.

Bury Acolyte to avenge.
Before you act, each character is dealt 1 Mental damage that cannot be reduced.
Discard Iomedae's Justice for damage.
Reveal Giantbane Greataxe to use Melee + 1d12+1. Banish Enchant Weapon to add 1d4+3. Adowyn discards Runewell's Echo to bless.
Combat 21: 2d8 + 1d12 + 1d4 + 6 ⇒ (2, 1) + (12) + (1) + 6 = 22
Success
Karnakin is defeated.

Closing Location:
Automatic Success
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
Perception 7: 1d10 + 4 ⇒ (7) + 4 = 11
Success

Recovery:
Enchant Weapon
Automatic Success

Kyra wrote:

Hand: Giantbane Greataxe,

Displayed: Chain Mail (Core), Sands of Time,
Deck: 8 Discard: 2 Buried: 1
Hero Points: 1
Acc Reroll: Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Divine Insight, Restorative Touch, Mumia, Desna's Freedom
Recharged: Holy Symbol, Sarenrae's Light, Enchant Weapon, Iomedae's Justice,
Discard Pile: The Dance, Abadar's Law,
Buried Pile: Acolyte (Core),

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

Favored Card: Blessing
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Armor, Divine, ☐ Weapon
POWERS:
On a local check against an Outsider or Undead bane (☐ or against a Divine or Healing boon), add 1d4 (☑ 1d6) and the Magic trait.
At the (☐ start or) end of your turn, you may recharge a Divine card to (☑ remove a scourge from a local character or) heal a local character a card (☐ or 1d4 cards).
☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
☐ On your check to recharge a Divine non-Attack spell, you may automatically succeed. (☐ Then you may shuffle your deck.)
☐ When a local character would suffer a scourge, you may suffer it instead.

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