[PACG] 2018 Open - The Ruins of Bonekeep [MorkXII] (2) (Inactive)

Game Master MorkXII

Lost Cards


101 to 150 of 191 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Character Sheet

Turn 10: The hour is Blessing of Pharasma
.
.
.

SoT: Lightning Storm: 1d4 ⇒ 4
Banished

Kyra moves to Stonework Passages
Free exploration: Valeros Kyra 2 (Shroud Cloak)
Evangelist
Wisdom 6: 1d10 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Failed
Banished

Discard/Recharge Blessing of Sarenrae to explore: Guardian Scroll
Flaming Scimitar +1, Evangelist, Fire trait
Combat 11: 1d10 + 3 + 1d6 + 1 + 1 + 1d10 ⇒ (7) + 3 + (5) + 1 + 1 + (6) = 23
Success
Defeated

Reveal Blessing of Qi Zhong to heal: Blessing of Achaekek. Discard Blessing of Qi Zhong then explore: Lem 1 (Swipe)
Evangelist
Divine 6: 1d10 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Success
Acquired

Discard Evangelist to explore: Armored Kilt
Constitution 5: 1d6 ⇒ 1
Failed
Banished

Ending my turn.

Kyra wrote:

Hand: Scimitar, Staff of Dark Flame, Flaming Scimitar +1, Coordinated Blast, Remove Curse, Swipe, Binder's Tome,

Displayed: Nexus Crystal,
Current Location: Stonework Passages

Deck: 7 Discard: 4 Buried: 0
NOTES:
Available Support: Blessings are available for use.
Other: Reroll not used.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Milani, Blessing of Achaekek, Blessing of Sarenrae 2, Create Mindscape, Helm of Telepathy, Blessing of Abadar, Blessing of Sarenrae 1
Recharged:
Discard Pile: Evangelist, Blessing of Norgorber, Blessing of Nethys, Blessing of Qi Zhong,
Buried Pile:

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

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armors, Heavy Armors, ☑Weapons
POWERS:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 (☑+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 (☑ 4) and you may add the Magic (☐ and Fire) trait to it.
☐ If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard (☐ or recharge) a card to immediately explore again.
☐ You automatically succeed at your check to acquire a weapon (☐ or a spell).
☑ When you play Blessing of Sarenrae, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

Silver Crusade RPG Superstar 2014 Top 16

Lightning Storm: 1d4 ⇒ 4 Yuck. Discarding a bunch of stuff.
random location: 1d7 ⇒ 7 It stays there.

I'll cast Fruit of Life on myself before I move, drawing Mammoth Hide Armor and recharging it.

Lini moves over to Lem at the Vault and uses his Cure.
heals: 1d4 + 1 ⇒ (2) + 1 = 3 Healed my own Cure, which is good.

Explore the Vault to find Immolate. Auto-acquired.

I'll end there to refresh my hand.
"

Lini (Menhir Savant) wrote:

Hand: Fruit of Life, Snow Leopard, Immolate, Mind Crystal, Blessing of Gorum, Cauterize,

Displayed:
Deck: 6 Discard: 5 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Lini Deck Handler

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Mastiff, Blessing of Gozreh, Mammoth Hide Armor, Cure, Blessing of the Green Faith, Thylacine
Recharged:
Discard Pile: Divine Blaze, Renewal, Wintervine, Raven, Giant Weasel,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Divine
POWERS:
At the start ([X] or end) of your turn, you may exchange a card in your hand for an ally that has the Animal trait in your discard pile.
For your combat check, you may display an ally that has the Animal trait to use your Survival skill + 1d6. If you succeed at the check, recharge the displayed card; otherwise bury ([X] or discard) it.
When a character attempts a check to close your location, add 2 (☐ 4).
[X] When you are at a closed location, instead of the first exploration of your turn, you may recharge a spell to allow each other character to recharge a random card from his discard pile.
☐ At the end of your turn, if you are at a closed location, you may move to another closed location.
☐ At the start of your turn, if you are at a closed location, you may examine the top card of your deck, then recharge it or put it into your hand.
☐ When you are at a closed location, reduce damage dealt to you to 0.

"

Silver Crusade RPG Superstar 2014 Top 16

Have to fix my hand, apparently I didn't take 4 damage, just 1. :)

I'll still use that Cure from Lem though, if that's okay.

"

Lini (Menhir Savant) wrote:

Hand: Fruit of Life, Snow Leopard, Immolate, Mind Crystal, Blessing of Gorum, Cauterize,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Lini Deck Handler

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Green Faith, Giant Weasel, Raven, Blessing of Gozreh, Thylacine, Wintervine, Mastiff, Mammoth Hide Armor, Cure
Recharged:
Discard Pile: Divine Blaze, Renewal,
Buried Pile:

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

Favored Card: Ally
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Divine
POWERS:
At the start ([X] or end) of your turn, you may exchange a card in your hand for an ally that has the Animal trait in your discard pile.
For your combat check, you may display an ally that has the Animal trait to use your Survival skill + 1d6. If you succeed at the check, recharge the displayed card; otherwise bury ([X] or discard) it.
When a character attempts a check to close your location, add 2 (☐ 4).
[X] When you are at a closed location, instead of the first exploration of your turn, you may recharge a spell to allow each other character to recharge a random card from his discard pile.
☐ At the end of your turn, if you are at a closed location, you may move to another closed location.
☐ At the start of your turn, if you are at a closed location, you may examine the top card of your deck, then recharge it or put it into your hand.
☐ When you are at a closed location, reduce damage dealt to you to 0.

"

Scarab Sages

deck handler Elf rogue

Redoing cards from last turn recharged chime of unlocking and keeping ring of elemetal command in hand did not draw blessing of Erastil

it is the hour of elements Merisiel explores and finds a Vanth

Discretion the better part of valor and all that and evades
Discards blessing of Norgorber to explore again

1d10 ⇒ 1

It is our fate to meet

scourge: 1d10 ⇒ 5

Curse of the ravenous

Bury liquid blade to draw shock bow and shoot Vanth with it recharging deathbane crossbow to help

combat 13: 1d12 + 5 + 1d8 + 1 + 1d6 + 2 ⇒ (1) + 5 + (4) + 1 + (1) + 2 = 14

Kyra casts remove curse

"

Merisiel Crackshot wrote:

Hand: blessing of Milani, Shock Longbow +1, Blessing of Abadar 1, Blessing of Erastil, Ring of Elemental Command,

Displayed:
Deck: 8 Discard: 3 Buried: 1
Hero Points: 0

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: ptemenib, Frost Longbow +1, Gem of Physical Prowess, Blessing of abadar 2, blowgun, Silver Balladeer, Chime of Unlocking, Deathbane Light Crossbow +1,
Discard Pile: Blessing of Norborger 2, blessing of nethys,
Buried Pile: Liquid Blade, Shy Ratani,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2
acrobatics Dexterity +2
Ranged Dexterity +2
Stealth Dexterity +2

Crack Shot
Favored Card: Item
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
light Armours Weapons
POWERS:
You may evade your encounter
If you are the only character at your location you may recharge a card to add 1d6+2 (☐+3) to your combat check
For your combat check that has the Ranged trait, you may use a d10 (☐ or a d12) for your Strength die.
When you would discard a weapon that has the Bow (☐ or Ranged) trait for its power, you may instead discard another card.

"


During This Adventure: The Ruins of Bonekeep

  • The scourge die is 1d10.

    During This Scenario: Round 2: Maze of the Mind Slave

    STORY BANES:

  • Villain: Karnakin
  • Henchmen: Brain Spiders

    DURING THIS SCENARIO:

  • Create characters as described in the Character Creation sidebar, then each character gains a role card and a power feat.
  • 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.
    Lightning Storm:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

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

    Monster 2
    Spoiler:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Monster 3
    Spoiler:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its 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.

    Monster 4
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 5
    Spoiler:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Barrier 2
    Spoiler:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Barrier 3
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

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

    Barrier 4
    Spoiler:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Barrier 5
    Spoiler:
    Stabbing Spear Staircase
    Barrier 1

    Traits
    Obstacle
    Trap
    Piercing
    Elite

    Check
    Disable
    Perception
    6
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may explore again.
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    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.

    Weapon 2
    Spoiler:
    Explorer's Staff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    2

    Powers
    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.

    Weapon 3
    Spoiler:
    Khopesh
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Weapon 4
    Spoiler:
    Twin Serpent Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Nethys
    Elite

    Check
    Strength
    Melee
    Arcane
    9

    Powers
    For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Shotel
    Weapon B

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Random Spells:
    Spell 1
    Spoiler:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. 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.

    Spell 2
    Spoiler:
    Commune
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

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

    Spell 3
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

    Powers
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Immolate
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 2
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Armor 3
    Spoiler:
    Alchemist's Suit
    Armor 2

    Traits
    Clothing
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Intelligence
    Craft
    7

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

    Armor 4
    Spoiler:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 5
    Spoiler:
    Tussah Silk Coat
    Armor C

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Random Items:
    Item 1
    Spoiler:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

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

    Item 2
    Spoiler:
    Noxious Bomb
    Item C

    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    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; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Item 3
    Spoiler:
    Compass
    Item B

    Traits
    Object
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard this card to explore your location.

    Item 4
    Spoiler:
    Effigy of Maat
    Item 2

    Traits
    Object
    Magic
    Maat
    Trigger

    Check
    Constitution
    Fortitude
    Divine
    8

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

    Item 5
    Spoiler:
    Anubis Staff
    Item 1

    Traits
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis

    Check
    Arcane
    Divine
    6

    Powers
    For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
    Bury this card to evade your encounter against a monster that has the Undead trait.

    Random Allies:
    Ally 1
    Spoiler:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Ally 2
    Spoiler:
    Porcupine
    Ally B

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Library Curator
    Ally 3

    Traits
    Human
    Cleric

    Check
    Intelligence
    Knowledge
    8
    OR
    Charisma
    Diplomacy
    9

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

    Ally 4
    Spoiler:
    Dredge
    Ally B

    Traits
    Halfling
    Rogue

    Check
    Charisma
    Diplomacy
    8

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

    Ally 5
    Spoiler:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessing 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 3
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessing 4
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessing 5
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Turn: 13 Lem/Greg

    Top of Blessing Discard Pile: Blessing of Ra

    Top Blessing:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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


    Blessings Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Valeros)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 2 (Turn 15 Lini)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 3 (Turn 16 Merisiel)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Blessings Deck Card 4 (Turn 17 Lem)
    Spoiler:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Blessings Deck Card 5 (Turn 18 Valeros)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 6 (Turn 19 Lini)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 20 Merisiel)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 21 Lem)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 9 (Turn 22 Valeros)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 10 (Turn 23 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 11 (Turn 24 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 12 (Turn 25 Lem)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 13 (Turn 26 Valeros)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 27 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 15 (Turn 28 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 16 (Turn 29 Lem)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 17 (Turn 30 Valeros)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 18 (Turn 31 Lini)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    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:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Altar of Riddles Card 1:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 2:
    Lini 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Altar of Riddles Card 3:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Altar of Riddles Card 4:
    Lini 4
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Altar of Riddles Card 5:
    Hand of the Guilty Man
    Item 2

    Traits
    Accessory
    Magic
    Mummy

    Check
    Wisdom
    Divine
    7

    Powers
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Altar of Riddles Card 6:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. 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.

    Altar of Riddles Card 7:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Altar of Riddles Card 8:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

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

    Altar of Riddles Card 9:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Merisiel,

    Eternal Arena Card 1:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    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 it instead.

    Eternal Arena Card 2:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    Eternal Arena Card 3:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Eternal Arena Card 4:
    Symbol of Fear
    Barrier 3

    Traits
    Trigger
    Curse
    Trap
    Magic

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Eternal Arena Card 5:
    Vented Plate Mail
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Eternal Arena Card 6:
    Locate Object
    Spell 1

    Traits
    Magic
    Acrance
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your 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.

    Eternal Arena Card 7:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 8:
    Galvanic Chakram +1
    Weapon 1

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Eternal Arena Card 9:
    Lem 4
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Oasis
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:1 Ba:3 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Kyra,

    Stonework Passages Card 1:
    Dry Quicksand
    Barrier C

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Stonework Passages Card 2:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Stonework Passages Card 3:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 4:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Stonework Passages Card 5:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Stonework Passages Card 6:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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 rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Stonework Passages Card 7:
    Elemental Treaty
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Stonework Passages Card 8:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    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: For the rest of the scenario, at the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
    M:2 Ba:2 W:1 Sp:2 Ar:0 I:2 Al:0 Bl:0 ?:1

    The Shiny Bauble Card 1:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    The Shiny Bauble Card 2:
    Sands of Time
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    The Shiny Bauble Card 3:
    Alchemical Gas
    Barrier C

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    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.

    The Shiny Bauble Card 4:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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.

    The Shiny Bauble Card 5:
    Valeros 1
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    The Shiny Bauble Card 6:
    Sling Staff
    Weapon B

    Traits
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    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 1d6 and that item's traits to a combat check by a character at another location.

    The Shiny Bauble Card 7:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    The Shiny Bauble Card 8:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    The Shiny Bauble Card 9:
    Merisiel 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    The Shiny Bauble Card 10:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    The Shiny Bauble Card 11:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    9

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

    The Shiny Bauble Card 12:
    Quicksand Bunyip
    Monster C

    Traits
    Bunyip
    Trigger

    Check
    Combat
    12

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
    Damage dealt by the Quicksand Bunyip may not be reduced.

    Vault of Hidden Wisdom
    At This Location: When 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:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Lem, Lini,

    Vault of Hidden Wisdom Card 1:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

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

    Vault of Hidden Wisdom Card 2:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

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

    Vault of Hidden Wisdom Card 3:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Vault of Hidden Wisdom Card 4:
    Alchemical Gas
    Barrier B

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    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.

    Vault of Hidden Wisdom Card 5:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

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

    Vault of Hidden Wisdom Card 6:
    Lem 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Vault of Hidden Wisdom Card 7:
    Karnakin
    Villain Monster 3

    Traits
    Ratfolk
    Wizard

    Check
    Combat
    19

    Powers
    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 8:
    Blessing of Wadjet
    Blessing C

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Vault of Hidden Wisdom Card 9:
    Magnifying Glass
    Item B

    Traits
    Tool
    Basic

    Check
    Intelligence
    Perception
    4

    Powers
    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.

    Scorched Obelisk
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:


  • Character Sheet

    Remove Curse played on Merisiel.

    Kyra wrote:

    Hand: Scimitar, Staff of Dark Flame, Flaming Scimitar +1, Coordinated Blast, Swipe, Binder's Tome,

    Displayed: Nexus Crystal,
    Current Location: Stonework Passages

    Deck: 8 Discard: 4 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Reroll not used.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Achaekek, Create Mindscape, Helm of Telepathy, Blessing of Milani, Blessing of Sarenrae 1, Blessing of Sarenrae 2, Blessing of Abadar
    Recharged: Remove Curse,
    Discard Pile: Evangelist, Blessing of Norgorber, Blessing of Nethys, Blessing of Qi Zhong,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors, Heavy Armors, ☑Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 (☑+2) random cards from his discard pile into his deck, then discard the card you revealed.
    If your combat check has the Sword trait, add 2 (☑ 4) and you may add the Magic (☐ and Fire) trait to it.
    ☐ If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard (☐ or recharge) a card to immediately explore again.
    ☐ You automatically succeed at your check to acquire a weapon (☐ or a spell).
    ☑ When you play Blessing of Sarenrae, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.


    Deck Handler

    Off Turn: Send Cure to recovery to heal Lini.
    Cure - Divine 8: 1d12 + 4 ⇒ (7) + 4 = 11 recharged

    Start of turn: The hour of Ra
    Give Find Traps to Lini.
    Remain at Vault of Hidden Wisdom.

    Explore:

    Chain Lightning:
    Spell 3
    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

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

    Arcane 10: 1d12 + 4 ⇒ (7) + 4 = 11 acquired

    Discard BoAbadar to explore:

    Returning Throwing Axe +1:
    Weapon 1
    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

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

    Dexterity 8: 1d8 ⇒ 8 acquired

    End turn & reset hand.

    Lem wrote:

    Hand: Lightning Bolt, Quick Change Mask, Blessing of Maat, Blessing of Erastil, Returning Throwing Axe +1 (acq), Chain Lightning (acq),

    Displayed:
    Deck: 6 Discard: 7 Buried: 0
    Current Location: Vault of Hidden Wisdom
    Unused Hero Points:
    NOTES:
    Available Support: Blessings available. Lem can recharge a card to add 1d4+2 to a local check. Feel free to use it twice.
    Other: Dice Re-Roll Used for Rnd 2?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Confidence Boost, Blessing of the Ancients (acq), Evangelist
    Recharged: Ruby of Charisma, Find Traps (Meri's), Cure,
    Discard Pile: Restorative Touch (Kyra's), Blessing of Achaekek, Tomb Raider (acq), Detect Thoughts, Scrying, Blessing of Milani (2), Blessing of Abadar,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d12 ☑ +1 ☑ +2
    Arcane: Charisma +2
    Diplomacy: Charisma +2
    Divine: Charisma +2

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane, Divine, Instrument, Light Armor
    POWERS: Tent Preacher Role Card
    At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
    You may recharge a card to add 1d4 ([X] +1) ([X] +2) (□ +3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
    □ Add 2 (□ 4) to your check to recharge (□ or acquire) a spell that has the Divine trait.
    □ When you play a blessing on a non-combat Wisdom or Charisma check, you may add a d12 in place of the normal die.
    [X] You may recharge a spell that has the Divine trait to draw a card.
    □ When you would recharge a card, you may shuffle it into your deck instead.


    Character Sheet

    Turn 14: The hour is Blessing of the Ancients
    .
    .
    .
    .

    Free exploration: Dry Quicksand
    Asking Merisiel for a blessing that would add 2 dice (Abadar or Milani will do).
    Survival 9: 1d10 + 3 + 2d10 ⇒ (10) + 3 + (8, 7) = 28
    Success
    Defeated

    Ending my turn.

    Kyra wrote:

    Hand: Scimitar, Staff of Dark Flame, Flaming Scimitar +1, Coordinated Blast, Swipe, Binder's Tome, Blessing of Sarenrae 2,

    Displayed: Nexus Crystal,
    Current Location: Stonework Passages

    Deck: 7 Discard: 4 Buried: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Reroll not used.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abadar, Blessing of Achaekek, Create Mindscape, Helm of Telepathy, Blessing of Sarenrae 1, Blessing of Milani
    Recharged: Remove Curse,
    Discard Pile: Evangelist, Blessing of Norgorber, Blessing of Nethys, Blessing of Qi Zhong,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors, Heavy Armors, ☑Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 (☑+2) random cards from his discard pile into his deck, then discard the card you revealed.
    If your combat check has the Sword trait, add 2 (☑ 4) and you may add the Magic (☐ and Fire) trait to it.
    ☐ If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard (☐ or recharge) a card to immediately explore again.
    ☐ You automatically succeed at your check to acquire a weapon (☐ or a spell).
    ☑ When you play Blessing of Sarenrae, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.


    During This Adventure: The Ruins of Bonekeep

  • The scourge die is 1d10.

    During This Scenario: Round 2: Maze of the Mind Slave

    STORY BANES:

  • Villain: Karnakin
  • Henchmen: Brain Spiders

    DURING THIS SCENARIO:

  • Create characters as described in the Character Creation sidebar, then each character gains a role card and a power feat.
  • 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.
    Lightning Storm:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Crystal Stalker
    Monster 1

    Traits
    Trigger
    Elemental
    Outsider
    Elite

    Check
    Combat
    9

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Monster 2
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Monster 3
    Spoiler:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    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.

    Monster 4
    Spoiler:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Monster 5
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Dry Quicksand
    Barrier B

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Barrier 2
    Spoiler:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

    Barrier 3
    Spoiler:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Barrier 4
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 5
    Spoiler:
    The Second Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Khopesh
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Weapon 2
    Spoiler:
    Fighting Crook
    Weapon C

    Traits
    Club
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    9

    Powers
    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.

    Weapon 3
    Spoiler:
    Khopesh
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Weapon 4
    Spoiler:
    Corrosive Dagger +1
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 5
    Spoiler:
    Djinni Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    6
    OR
    Arcane
    Divine
    8

    Powers
    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.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

    Random Spells:
    Spell 1
    Spoiler:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    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.

    Spell 2
    Spoiler:
    Acid Jet
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    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.

    Spell 3
    Spoiler:
    Clinging Venom
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Unshakable Chill
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 5
    Spoiler:
    Speak with Dead
    Spell 1

    Traits
    Magic
    Divine
    Undead

    Check
    Wisdom
    Divine
    4

    Powers
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
    When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Random Armors:
    Armor 1
    Spoiler:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 2
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Armor 3
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

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

    Armor 4
    Spoiler:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 5
    Spoiler:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

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

    Random Items:
    Item 1
    Spoiler:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Item 2
    Spoiler:
    Healer's Kit
    Item B

    Traits
    Tool
    Healing

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.

    Item 3
    Spoiler:
    Soul Stimulant
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.

    Item 4
    Spoiler:
    Scarab Sand
    Item 3

    Traits
    Object
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    Arcane
    9

    Powers
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

    Item 5
    Spoiler:
    Bladeguard
    Item B

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    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 has the Acid trait.

    Random Allies:
    Ally 1
    Spoiler:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d6 to your Arcane or Divine check.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Qasin
    Ally 2

    Traits
    Outsider
    Psychopomp

    Check
    Charisma
    Diplomacy
    Divine
    10

    Powers
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.

    Ally 3
    Spoiler:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

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

    Ally 4
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Ally 5
    Spoiler:
    Falto
    Ally C

    Traits
    Human
    Rogue
    Hireling

    Check
    Charisma
    Diplomacy
    10

    Powers
    If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location. 
    Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
    Discard this card to explore your location.

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

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessing 2
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Blessing 3
    Spoiler:
    Blessing of Horus
    Blessing C

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 5
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Turn: 15 Lini/Tyler

    Top of Blessing Discard Pile: Blessing of Bastet

    Top Blessing:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Merisiel)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Blessings Deck Card 2 (Turn 17 Lem)
    Spoiler:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Blessings Deck Card 3 (Turn 18 Valeros)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 4 (Turn 19 Lini)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 20 Merisiel)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 21 Lem)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 7 (Turn 22 Valeros)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 8 (Turn 23 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 9 (Turn 24 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 10 (Turn 25 Lem)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 11 (Turn 26 Valeros)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 27 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 13 (Turn 28 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 14 (Turn 29 Lem)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 15 (Turn 30 Valeros)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 16 (Turn 31 Lini)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    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:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Altar of Riddles Card 1:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 2:
    Lini 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Altar of Riddles Card 3:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Altar of Riddles Card 4:
    Lini 4
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Altar of Riddles Card 5:
    Hand of the Guilty Man
    Item 2

    Traits
    Accessory
    Magic
    Mummy

    Check
    Wisdom
    Divine
    7

    Powers
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Altar of Riddles Card 6:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. 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.

    Altar of Riddles Card 7:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Altar of Riddles Card 8:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

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

    Altar of Riddles Card 9:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Merisiel,

    Eternal Arena Card 1:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    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 it instead.

    Eternal Arena Card 2:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    Eternal Arena Card 3:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Eternal Arena Card 4:
    Symbol of Fear
    Barrier 3

    Traits
    Trigger
    Curse
    Trap
    Magic

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Eternal Arena Card 5:
    Vented Plate Mail
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Eternal Arena Card 6:
    Locate Object
    Spell 1

    Traits
    Magic
    Acrance
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your 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.

    Eternal Arena Card 7:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 8:
    Galvanic Chakram +1
    Weapon 1

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Eternal Arena Card 9:
    Lem 4
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Oasis
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Kyra,

    Stonework Passages Card 1:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Stonework Passages Card 2:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 3:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Stonework Passages Card 4:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Stonework Passages Card 5:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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 rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Stonework Passages Card 6:
    Elemental Treaty
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Stonework Passages Card 7:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    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: For the rest of the scenario, at the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
    M:2 Ba:2 W:1 Sp:2 Ar:0 I:2 Al:0 Bl:0 ?:1

    The Shiny Bauble Card 1:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    The Shiny Bauble Card 2:
    Sands of Time
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    The Shiny Bauble Card 3:
    Alchemical Gas
    Barrier C

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    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.

    The Shiny Bauble Card 4:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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.

    The Shiny Bauble Card 5:
    Valeros 1
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    The Shiny Bauble Card 6:
    Sling Staff
    Weapon B

    Traits
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    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 1d6 and that item's traits to a combat check by a character at another location.

    The Shiny Bauble Card 7:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    The Shiny Bauble Card 8:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    The Shiny Bauble Card 9:
    Merisiel 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    The Shiny Bauble Card 10:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    The Shiny Bauble Card 11:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    9

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

    The Shiny Bauble Card 12:
    Quicksand Bunyip
    Monster C

    Traits
    Bunyip
    Trigger

    Check
    Combat
    12

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
    Damage dealt by the Quicksand Bunyip may not be reduced.

    Vault of Hidden Wisdom
    At This Location: When 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:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Lem, Lini,

    Vault of Hidden Wisdom Card 1:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Vault of Hidden Wisdom Card 2:
    Alchemical Gas
    Barrier B

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    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.

    Vault of Hidden Wisdom Card 3:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

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

    Vault of Hidden Wisdom Card 4:
    Lem 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Vault of Hidden Wisdom Card 5:
    Karnakin
    Villain Monster 3

    Traits
    Ratfolk
    Wizard

    Check
    Combat
    19

    Powers
    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 6:
    Blessing of Wadjet
    Blessing C

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Vault of Hidden Wisdom Card 7:
    Magnifying Glass
    Item B

    Traits
    Tool
    Basic

    Check
    Intelligence
    Perception
    4

    Powers
    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.

    Scorched Obelisk
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

  • Silver Crusade RPG Superstar 2014 Top 16

    Hour is Bastet.

    Lini will move over to Kyra at the Stonework Passages, display her fancy Mind Crystal, and explore to find a Poison Spiked Pit Trap. I'll use my Blessing of Gorum on it I think.
    Wisdom 8+3=11: 1d10 + 3 + 1d10 ⇒ (8) + 3 + (9) = 20 Defeated.

    Casting Fruit of Life on myself again to draw a Blessing of the Green Faith and recharge Immolate.
    recharge Fruit: 1d10 + 5 ⇒ (7) + 5 = 12 Recharged.

    Snow Leopard to explore again. A Brain Spider henchman. Casting Cauterize (Kyra can you take the 1 Fire damage?) Using Kyra's Coordinated Blast and also Binder's Tome.
    Combat 14: 1d10 + 5 + 2d4 + 1d10 + 4 + 1d4 ⇒ (7) + 5 + (4, 1) + (8) + 4 + (3) = 32 Very defeated.
    recharge Cauterize: 1d10 + 5 ⇒ (2) + 5 = 7 Discarded.

    Closing is Wisdom 9. I'll use my Blessing of the Green Faith on it.
    Wisdom 9: 1d10 + 3 + 2 + 1d10 ⇒ (2) + 3 + 2 + (2) = 9 Success! (Barely!) Stonework Passages closed.

    I examine the top card of The Shiny Bauble, finding a very nice looking Staff of Revelations.

    "

    Lini (Menhir Savant) wrote:

    Hand: Blessing of Gozreh, Thylacine, Mammoth Hide Armor, Wintervine, Giant Weasel, Mastiff,

    Displayed: Mind Crystal,
    Deck: 4 Discard: 6 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Lini Deck Handler

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure, Raven
    Recharged: Immolate, Fruit of Life,
    Discard Pile: Divine Blaze, Renewal, Blessing of Gorum, Snow Leopard, Blessing of the Green Faith, Cauterize,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Divine
    POWERS:
    At the start ([X] or end) of your turn, you may exchange a card in your hand for an ally that has the Animal trait in your discard pile.
    For your combat check, you may display an ally that has the Animal trait to use your Survival skill + 1d6. If you succeed at the check, recharge the displayed card; otherwise bury ([X] or discard) it.
    When a character attempts a check to close your location, add 2 (☐ 4).
    [X] When you are at a closed location, instead of the first exploration of your turn, you may recharge a spell to allow each other character to recharge a random card from his discard pile.
    ☐ At the end of your turn, if you are at a closed location, you may move to another closed location.
    ☐ At the start of your turn, if you are at a closed location, you may examine the top card of your deck, then recharge it or put it into your hand.
    ☐ When you are at a closed location, reduce damage dealt to you to 0.

    "


    Character Sheet

    Coordinated Blast
    Divine 12: 1d10 + 4 ⇒ (2) + 4 = 6
    Failed
    Discarded

    Discard Scimitar for damage.

    Kyra wrote:

    Hand: Staff of Dark Flame, Flaming Scimitar +1, Swipe, Binder's Tome, Blessing of Sarenrae 2,

    Displayed: Nexus Crystal,
    Current Location: Stonework Passages

    Deck: 7 Discard: 6 Buried: 0
    NOTES:
    Available Support: Anything of mine that helps you, feel free to use.
    Other: Reroll not used.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Create Mindscape, Blessing of Abadar, Blessing of Sarenrae 1, Blessing of Achaekek, Helm of Telepathy, Blessing of Milani
    Recharged: Remove Curse,
    Discard Pile: Evangelist, Blessing of Norgorber, Blessing of Nethys, Blessing of Qi Zhong, Coordinated Blast, Scimitar,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors, Heavy Armors, ☑Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 (☑+2) random cards from his discard pile into his deck, then discard the card you revealed.
    If your combat check has the Sword trait, add 2 (☑ 4) and you may add the Magic (☐ and Fire) trait to it.
    ☐ If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard (☐ or recharge) a card to immediately explore again.
    ☐ You automatically succeed at your check to acquire a weapon (☐ or a spell).
    ☑ When you play Blessing of Sarenrae, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.


    During This Adventure: The Ruins of Bonekeep

  • The scourge die is 1d10.

    During This Scenario: Round 2: Maze of the Mind Slave

    STORY BANES:

  • Villain: Karnakin
  • Henchmen: Brain Spiders

    DURING THIS SCENARIO:

  • Create characters as described in the Character Creation sidebar, then each character gains a role card and a power feat.
  • 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.
    Lightning Storm:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    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.

    Monster 2
    Spoiler:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    Monster 3
    Spoiler:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    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.

    Monster 4
    Spoiler:
    Blasphemous Priest
    Monster B

    Traits
    Undead
    Cleric
    Elite

    Check
    Combat
    10

    Powers
    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.

    Monster 5
    Spoiler:
    Ice Elemental
    Monster 2

    Traits
    Elemental
    Outsider
    Cold
    Elite

    Check
    Combat
    12

    Powers
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

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

    Barrier 2
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 3
    Spoiler:
    Blast Glyph
    Barrier 3

    Traits
    Trigger
    Trap
    Magic
    Arcane
    Cold

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

    Powers
    When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

    Barrier 4
    Spoiler:
    Rolling Sphere
    Barrier 3

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    12

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

    Barrier 5
    Spoiler:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Random Weapons:
    Weapon 1
    Spoiler:
    Galvanic Chakram +1
    Weapon 1

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Weapon 2
    Spoiler:
    Greatclub +1
    Weapon 2

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    8

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

    Weapon 3
    Spoiler:
    Khopesh
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Weapon 4
    Spoiler:
    Khopesh
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Weapon 5
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Immolate
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    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.

    Spell 2
    Spoiler:
    Remove Curse
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    6

    Powers
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Spell 3
    Spoiler:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

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

    Spell 5
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Armor 2
    Spoiler:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Armor 3
    Spoiler:
    Armored Coat
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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 on this check. 
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 4
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Armor 5
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Random Items:
    Item 1
    Spoiler:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Item 2
    Spoiler:
    Noxious Bomb
    Item C

    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    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; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Item 3
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Item 4
    Spoiler:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Item 5
    Spoiler:
    Bladeguard
    Item B

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    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 has the Acid trait.

    Random Allies:
    Ally 1
    Spoiler:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    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 it instead.

    Ally 2
    Spoiler:
    Embalmer
    Ally C

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Dhabba
    Ally B

    Traits
    Animal
    Poison
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Ally 5
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessing 2
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 3
    Spoiler:
    Blessing of the Elements
    Blessing C

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 4
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessing 5
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Turn: 16 Merisiel/Jeff

    Top of Blessing Discard Pile: Blessing of Horus

    Top Blessing:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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


    Blessings Remaining: 15
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Lem)
    Spoiler:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Blessings Deck Card 2 (Turn 18 Valeros)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 3 (Turn 19 Lini)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 20 Merisiel)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 21 Lem)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 6 (Turn 22 Valeros)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 7 (Turn 23 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 8 (Turn 24 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 9 (Turn 25 Lem)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 10 (Turn 26 Valeros)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 27 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 12 (Turn 28 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 13 (Turn 29 Lem)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 14 (Turn 30 Valeros)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 15 (Turn 31 Lini)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    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:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Altar of Riddles Card 1:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 2:
    Lini 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Altar of Riddles Card 3:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Altar of Riddles Card 4:
    Lini 4
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Altar of Riddles Card 5:
    Hand of the Guilty Man
    Item 2

    Traits
    Accessory
    Magic
    Mummy

    Check
    Wisdom
    Divine
    7

    Powers
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Altar of Riddles Card 6:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. 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.

    Altar of Riddles Card 7:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Altar of Riddles Card 8:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

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

    Altar of Riddles Card 9:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Merisiel,

    Eternal Arena Card 1:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    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 it instead.

    Eternal Arena Card 2:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    Eternal Arena Card 3:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Eternal Arena Card 4:
    Symbol of Fear
    Barrier 3

    Traits
    Trigger
    Curse
    Trap
    Magic

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Eternal Arena Card 5:
    Vented Plate Mail
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Eternal Arena Card 6:
    Locate Object
    Spell 1

    Traits
    Magic
    Acrance
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your 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.

    Eternal Arena Card 7:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 8:
    Galvanic Chakram +1
    Weapon 1

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Eternal Arena Card 9:
    Lem 4
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Oasis
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Stonework Passages
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Kyra, Lini,

    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: For the rest of the scenario, at the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
    M:2 Ba:2 W:1 Sp:2 Ar:0 I:2 Al:0 Bl:0 ?:1

    The Shiny Bauble Card 1 - Staff of Revelations:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    The Shiny Bauble Card 2:
    Sands of Time
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    The Shiny Bauble Card 3:
    Alchemical Gas
    Barrier C

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    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.

    The Shiny Bauble Card 4:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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.

    The Shiny Bauble Card 5:
    Valeros 1
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    The Shiny Bauble Card 6:
    Sling Staff
    Weapon B

    Traits
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    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 1d6 and that item's traits to a combat check by a character at another location.

    The Shiny Bauble Card 7:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    The Shiny Bauble Card 8:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    The Shiny Bauble Card 9:
    Merisiel 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    The Shiny Bauble Card 10:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    The Shiny Bauble Card 11:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    9

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

    The Shiny Bauble Card 12:
    Quicksand Bunyip
    Monster C

    Traits
    Bunyip
    Trigger

    Check
    Combat
    12

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
    Damage dealt by the Quicksand Bunyip may not be reduced.

    Vault of Hidden Wisdom
    At This Location: When 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:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Lem,

    Vault of Hidden Wisdom Card 1:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Vault of Hidden Wisdom Card 2:
    Alchemical Gas
    Barrier B

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    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.

    Vault of Hidden Wisdom Card 3:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

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

    Vault of Hidden Wisdom Card 4:
    Lem 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Vault of Hidden Wisdom Card 5:
    Karnakin
    Villain Monster 3

    Traits
    Ratfolk
    Wizard

    Check
    Combat
    19

    Powers
    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 6:
    Blessing of Wadjet
    Blessing C

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Vault of Hidden Wisdom Card 7:
    Magnifying Glass
    Item B

    Traits
    Tool
    Basic

    Check
    Intelligence
    Perception
    4

    Powers
    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.

    Scorched Obelisk
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

  • Scarab Sages

    deck handler Elf rogue

    Merisiel explores and finds a dwarf

    charisma6: 1d8 ⇒ 2

    As elves and dwarves dont get along discard blessing of erastil to find the unpronoucable Ushbaki scarab swarm

    Reveal ring of elemental command to add fire

    Reveal shock bow and recharge ring to add 1d6+2 as per merisiels power

    combat 12,16: 1d12 + 5 + 1d8 + 1 + 1d6 + 2 ⇒ (12) + 5 + (8) + 1 + (1) + 2 = 29

    Scarab swarm annihilated

    "

    Merisiel Crackshot wrote:

    Hand: Ptemenib, Shock Longbow +1, Frost Longbow +1, Gem of Physical Prowess, Blessing of abadar 2,

    Displayed:
    Deck: 6 Discard: 5 Buried: 1
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: blowgun, Silver Balladeer, Chime of Unlocking, Deathbane Light Crossbow +1, Blessing of Abadar 1, Ring of Elemental Command,
    Discard Pile: Shy Ratani, Blessing of Norborger 2, blessing of nethys, Blessing of Milani, Blessing of Erastil,
    Buried Pile: Liquid Blade,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2
    acrobatics Dexterity +2
    Ranged Dexterity +2
    Stealth Dexterity +2

    Crack Shot
    Favored Card: Item
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    light Armours Weapons
    POWERS:
    You may evade your encounter
    If you are the only character at your location you may recharge a card to add 1d6+2 (☐+3) to your combat check
    For your combat check that has the Ranged trait, you may use a d10 (☐ or a d12) for your Strength die.
    When you would discard a weapon that has the Bow (☐ or Ranged) trait for its power, you may instead discard another card.

    "


    During This Adventure: The Ruins of Bonekeep

  • The scourge die is 1d10.

    During This Scenario: Round 2: Maze of the Mind Slave

    STORY BANES:

  • Villain: Karnakin
  • Henchmen: Brain Spiders

    DURING THIS SCENARIO:

  • Create characters as described in the Character Creation sidebar, then each character gains a role card and a power feat.
  • 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.
    Lightning Storm:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Giant Crocodile
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    18

    Powers
    If the check to defeat has the Cold trait, add 1d8.
    If undefeated, shuffle this card into a random open location.

    Monster 2
    Spoiler:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Monster 3
    Spoiler:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

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

    Monster 4
    Spoiler:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    9

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

    Monster 5
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

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

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 2
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trigger
    Skirmish
    Trap
    Magic

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

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

    Barrier 3
    Spoiler:
    Shrieking Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger
    Elite

    Check
    Wisdom
    Stealth
    Perception
    Survival
    8

    Powers
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

    Barrier 4
    Spoiler:
    Stabbing Spear Staircase
    Barrier 1

    Traits
    Obstacle
    Trap
    Piercing
    Elite

    Check
    Disable
    Perception
    6
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may explore again.
    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.

    Barrier 5
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    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.

    Weapon 2
    Spoiler:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 3
    Spoiler:
    Scimitar
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4
    Spoiler:
    Poisoned Sand Tube
    Weapon B

    Traits
    Blowgun
    Ranged
    Poison
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    Knowledge
    Ranged
    6

    Powers
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

    Weapon 5
    Spoiler:
    Djinni Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    6
    OR
    Arcane
    Divine
    8

    Powers
    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.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

    Random Spells:
    Spell 1
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. 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.

    Spell 2
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Commune
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

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

    Spell 4
    Spoiler:
    Remove Curse
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    6

    Powers
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Spell 5
    Spoiler:
    Elemental Treaty
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Random Armors:
    Armor 1
    Spoiler:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 2
    Spoiler:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

    Powers
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Crocodile Skin Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Armor 4
    Spoiler:
    Alchemist's Suit
    Armor 2

    Traits
    Clothing
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Intelligence
    Craft
    7

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

    Armor 5
    Spoiler:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Random Items:
    Item 1
    Spoiler:
    Osirion History Guide
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Wisdom
    Knowledge
    3

    Powers
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Item 2
    Spoiler:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

    Powers
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

    Item 3
    Spoiler:
    Ghost Battling Ring
    Item B

    Traits
    Accessory
    Magic
    Pharasma
    Veteran

    Check
    Arcane
    Divine
    Knowledge
    8

    Powers
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

    Item 4
    Spoiler:
    Bladeguard
    Item B

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    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 has the Acid trait.

    Item 5
    Spoiler:
    Deliquescent Gloves
    Item 3

    Traits
    Accessory
    Alchemical
    Acid

    Check
    Dexterity
    Intelligence
    Craft
    8

    Powers
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

    Random Allies:
    Ally 1
    Spoiler:
    Shock Lizard
    Ally C

    Traits
    Animal
    Electricity
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Ally 2
    Spoiler:
    Fire Gecko
    Ally B

    Traits
    Animal
    Elemental
    Fire

    Check
    Wisdom
    Survival
    4

    Powers
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Ally 3
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Ally 4
    Spoiler:
    Caravan Guard
    Ally B

    Traits
    Human
    Hireling
    Elite

    Check
    Bury an armor

    OR
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Melee or Ranged Combat check.
    Banish this card to reduce Combat damage dealt to you by 3.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

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

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

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Blessing 2
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessing 3
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing C

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 5
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Turn: 17 Lem/Greg

    Top of Blessing Discard Pile: Sun Falcon

    Top Blessing:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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


    Blessings Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 18 Valeros)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 2 (Turn 19 Lini)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 20 Merisiel)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 21 Lem)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 5 (Turn 22 Valeros)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 6 (Turn 23 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 7 (Turn 24 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 8 (Turn 25 Lem)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 9 (Turn 26 Valeros)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 27 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 11 (Turn 28 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 12 (Turn 29 Lem)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 13 (Turn 30 Valeros)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 14 (Turn 31 Lini)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    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:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Altar of Riddles Card 1:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 2:
    Lini 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Altar of Riddles Card 3:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Altar of Riddles Card 4:
    Lini 4
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Altar of Riddles Card 5:
    Hand of the Guilty Man
    Item 2

    Traits
    Accessory
    Magic
    Mummy

    Check
    Wisdom
    Divine
    7

    Powers
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Altar of Riddles Card 6:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. 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.

    Altar of Riddles Card 7:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Altar of Riddles Card 8:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

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

    Altar of Riddles Card 9:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    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:1 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Merisiel,

    Eternal Arena Card 1:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Eternal Arena Card 2:
    Symbol of Fear
    Barrier 3

    Traits
    Trigger
    Curse
    Trap
    Magic

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Eternal Arena Card 3:
    Vented Plate Mail
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Eternal Arena Card 4:
    Locate Object
    Spell 1

    Traits
    Magic
    Acrance
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your 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.

    Eternal Arena Card 5:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 6:
    Galvanic Chakram +1
    Weapon 1

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Eternal Arena Card 7:
    Lem 4
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Oasis
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Stonework Passages
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Kyra, Lini,

    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: For the rest of the scenario, at the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
    M:2 Ba:2 W:1 Sp:2 Ar:0 I:2 Al:0 Bl:0 ?:1

    The Shiny Bauble Card 1 - Staff of Revelations:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    The Shiny Bauble Card 2:
    Sands of Time
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    The Shiny Bauble Card 3:
    Alchemical Gas
    Barrier C

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    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.

    The Shiny Bauble Card 4:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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.

    The Shiny Bauble Card 5:
    Valeros 1
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    The Shiny Bauble Card 6:
    Sling Staff
    Weapon B

    Traits
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    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 1d6 and that item's traits to a combat check by a character at another location.

    The Shiny Bauble Card 7:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    The Shiny Bauble Card 8:
    Unshakable Chill
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    The Shiny Bauble Card 9:
    Merisiel 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    The Shiny Bauble Card 10:
    Memories of Violence
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Divine
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    The Shiny Bauble Card 11:
    Bonecrusher Hunter
    Monster B

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    9

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

    The Shiny Bauble Card 12:
    Quicksand Bunyip
    Monster C

    Traits
    Bunyip
    Trigger

    Check
    Combat
    12

    Powers
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
    Damage dealt by the Quicksand Bunyip may not be reduced.

    Vault of Hidden Wisdom
    At This Location: When 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:2 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Lem,

    Vault of Hidden Wisdom Card 1:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Vault of Hidden Wisdom Card 2:
    Alchemical Gas
    Barrier B

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    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.

    Vault of Hidden Wisdom Card 3:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

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

    Vault of Hidden Wisdom Card 4:
    Lem 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Vault of Hidden Wisdom Card 5:
    Karnakin
    Villain Monster 3

    Traits
    Ratfolk
    Wizard

    Check
    Combat
    19

    Powers
    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 6:
    Blessing of Wadjet
    Blessing C

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Vault of Hidden Wisdom Card 7:
    Magnifying Glass
    Item B

    Traits
    Tool
    Basic

    Check
    Intelligence
    Perception
    4

    Powers
    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.

    Scorched Obelisk
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:


  • Deck Handler

    Off turn: Receive Find Traps from Lini.

    Start of turn: The hour of Sun Falcon
    Banish Sun Falcon and draw a new blessing: BoHorus.
    Hour is now Horus (from Merisiel's turn).
    Discard Lightning Bolt to draw Restorative Touch.
    Remain at Vault of Hidden Wisdom.

    Play Restorative Touch to heal Lem: 1d4 + 1 ⇒ (2) + 1 = 3 Lightning Bolt, BoAbadar, Tomb Raider. Auto-fail check to recharge and discard.

    Explore:

    Ambush:
    Barrier 2
    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Play Find Traps.
    Dexterity (Diplomacy) 9+#=12: 3d8 ⇒ (5, 6, 5) = 16 defeated
    Find Traps recharge - Divine 8: 1d12 + 4 ⇒ (1) + 4 = 5 discarded

    Free explore for defeating Ambush:

    Alchemical Gas:
    Barrier B
    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    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.

    Recharge Quick Change Mask.
    Intelligence (Diplomacy) 7: 1d12 + 4 ⇒ (3) + 4 = 7 defeated
    Location Power - Knowledge 7: 1d6 + 2 ⇒ (6) + 2 = 8

    Free explore per location power:

    Skull Ripper:
    Monster 3
    Traits
    Construct

    Check
    Combat
    14

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

    Reveal and recharge Returning Throwing Axe +1. Difficulty increased by 4. Discard BoErastil to bless.
    Combat 14+4=18: 3d8 + 1d8 + 1 + 1d6 ⇒ (6, 8, 2) + (7) + 1 + (5) = 29 defeated
    Location Power - Knowledge 7: 1d6 + 2 ⇒ (5) + 2 = 7

    Free explore per location power: Lem card 2

    Sorrowsoul:
    Ally 2

    Check to Acquire:
    Charisma
    Diplomacy
    7

    Powers:
    On a check against a bane by a character at your location, after the roll, recharge this card to add 1 for each die that is a 1 or 2. If the check invokes the Cold or Undead trait, add an additional 1.

    Discard this card to explore your location; on all checks during this exploration, after the roll, add 1 for each die that is a 1 or 2.

    Diplomacy 7: 1d12 + 4 ⇒ (10) + 4 = 14 acquired

    Discard BoHorus to move to The Shiny Bauble and explore:

    Staff of Revelations:
    Item 3
    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Arcane 10: 1d12 + 4 ⇒ (2) + 4 = 6 Paizo re-roll
    Arcane 10: 1d12 + 4 ⇒ (10) + 4 = 14 acquired
    Since BoHorus matches the hour, move back to Vault of Hidden Wisdom.

    End turn & reset hand.

    Lem wrote:

    Hand: Sorrowsoul, Blessing of Maat, Find Traps (Meri's), Tomb Raider (acq), Staff of Revelations (acq), Chain Lightning (acq),

    Displayed:
    Deck: 9 Discard: 8 Buried: 0
    Current Location: Vault of Hidden Wisdom
    Unused Hero Points:
    NOTES:
    Available Support: Blessings available. Lem can recharge a card to add 1d4+2 to a local check.
    Other: Dice Re-Roll Used for Rnd 2?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ruby of Charisma, Evangelist, Blessing of the Ancients (acq), Confidence Boost, Blessing of Abadar, Lightning Bolt, Cure
    Recharged: Quick Change Mask, Returning Throwing Axe +1 (acq),
    Discard Pile: Blessing of Achaekek, Detect Thoughts, Scrying, Blessing of Milani (2), Find Traps (Kyra's), Blessing of Erastil, Blessing of Horus (acq), Restorative Touch (Kyra's),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d12 ☑ +1 ☑ +2
    Arcane: Charisma +2
    Diplomacy: Charisma +2
    Divine: Charisma +2

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane, Divine, Instrument, Light Armor
    POWERS: Tent Preacher Role Card
    At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
    You may recharge a card to add 1d4 ([X] +1) ([X] +2) (□ +3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
    □ Add 2 (□ 4) to your check to recharge (□ or acquire) a spell that has the Divine trait.
    □ When you play a blessing on a non-combat Wisdom or Charisma check, you may add a d12 in place of the normal die.
    [X] You may recharge a spell that has the Divine trait to draw a card.
    □ When you would recharge a card, you may shuffle it into your deck instead.


    Character Sheet

    Turn 18: The hour is Blessing of Wadjet
    .
    .
    .
    .

    Hand Lini Scimitar, so she can exchange it for an Animal in her discards.

    Kyra moves to the Shiny Bauble

    Free exploration: Sands of Time
    Divine 8: 1d10 + 4 ⇒ (9) + 4 = 13
    Success
    Acquired

    Display Sands of Time

    Discard/Recharge Blessing of Sarenrae to explore: Alchemical Gas
    Ask Lem to play Find Traps
    Intelligence 7: 1d6 + 2d6 ⇒ (3) + (2, 5) = 10
    Success
    Defeated

    Kyra wrote:

    Hand: Staff of Dark Flame, Flaming Scimitar +1, Swipe, Helm of Telepathy, Binder's Tome, Blessing of Sarenrae 1, Blessing of Achaekek,

    Displayed: Nexus Crystal,
    Current Location: Shiny Bauble

    Deck: 5 Discard: 5 Buried: 0
    NOTES:
    Available Support: Anything of mine that helps you, feel free to use.
    Other: Reroll not used.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Create Mindscape, Blessing of Milani, Blessing of Abadar
    Recharged: Remove Curse, Blessing of Sarenrae 2,
    Discard Pile: Evangelist, Blessing of Norgorber, Blessing of Nethys, Blessing of Qi Zhong, Coordinated Blast,
    Buried Pile:

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors, Heavy Armors, ☑Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 (☑+2) random cards from his discard pile into his deck, then discard the card you revealed.
    If your combat check has the Sword trait, add 2 (☑ 4) and you may add the Magic (☐ and Fire) trait to it.
    ☐ If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard (☐ or recharge) a card to immediately explore again.
    ☐ You automatically succeed at your check to acquire a weapon (☐ or a spell).
    ☑ When you play Blessing of Sarenrae, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    Silver Crusade RPG Superstar 2014 Top 16

    Hour is Nethys.

    Start of Lini's turn, she exchanges the Scimitar in her hand for a Snow Leopard.

    I'll follow the others to the Shiny Bauble and explore to find a Brain Spider henchman again. Display my Mastiff to use Survival on combat, then play Snow Leopard for 1d4, play Wintervine to add a die, and ask Kyra for Achaekek for 2 dice, because why not? :)
    Combat 14: 1d10 + 6 + 1d6 + 1d4 + 1d10 + 2d10 ⇒ (7) + 6 + (5) + (3) + (6) + (7, 1) = 35 Very, very defeated.

    Check to close is acquire the top blessing of the hourglass, which is Blessing of Nethys, and I auto-acquire that. Shiny Bauble closed.

    Wintervine auto-recharges because it's a Survival 5.

    No way to move, so I'm done there. Displayed Mastiff recharges.

    I drew a Cure, so I'm going to play that on myself at the start of the next turn.
    heals: 1d4 + 1 ⇒ (3) + 1 = 4 recharge cure: 1d10 + 5 ⇒ (8) + 5 = 13 Recharged.

    "

    Lini (Menhir Savant) wrote:

    Hand: Blessing of Gozreh, Thylacine, Mammoth Hide Armor, Giant Weasel, Blessing of Nethys,

    Displayed: Mind Crystal,
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Lini Deck Handler

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Raven, Mastiff, Divine Blaze, Immolate, Wintervine, Renewal, Blessing of Gorum, Snow Leopard, Scimitar, Fruit of Life
    Recharged: Cure,
    Discard Pile: Blessing of the Green Faith, Cauterize,
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Divine
    POWERS:
    At the start ([X] or end) of your turn, you may exchange a card in your hand for an ally that has the Animal trait in your discard pile.
    For your combat check, you may display an ally that has the Animal trait to use your Survival skill + 1d6. If you succeed at the check, recharge the displayed card; otherwise bury ([X] or discard) it.
    When a character attempts a check to close your location, add 2 (☐ 4).
    [X] When you are at a closed location, instead of the first exploration of your turn, you may recharge a spell to allow each other character to recharge a random card from his discard pile.
    ☐ At the end of your turn, if you are at a closed location, you may move to another closed location.
    ☐ At the start of your turn, if you are at a closed location, you may examine the top card of your deck, then recharge it or put it into your hand.
    ☐ When you are at a closed location, reduce damage dealt to you to 0.

    "

    Scarab Sages

    deck handler Elf rogue

    It is the hour of the ancients

    bury ptenemib to heal 1d4 + 2 ⇒ (1) + 2 = 3

    Blessing of erastil and milani and shy ratani shuffled into deck

    Fight the caravan guard

    recharge frost longbow and display shock longbow

    combat 15: 1d12 + 5 + 1d8 + 1 + 1d6 + 2 ⇒ (6) + 5 + (2) + 1 + (6) + 2 = 22

    Discard blessing of abadar to explore hit symbol of fear

    recharge gem

    con 8: 1d12 ⇒ 11

    Symbol banished

    turn ends

    "

    Merisiel Crackshot wrote:

    Hand: Silver Balladeer, Shock Longbow +1, Blowgun, Blessing of Erastil, Ring of Elemental Command,

    Displayed:
    Deck: 7 Discard: 3 Buried: 2
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Milani, Shy Ratani, Chime of Unlocking, Deathbane Light Crossbow +1, Blessing of Abadar 1
    Recharged: Frost Longbow +1, Gem of Physical Prowess,
    Discard Pile: Blessing of abadar 2, Blessing of Norborger 2, blessing of nethys,
    Buried Pile: Liquid Blade, Ptemenib,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2
    acrobatics Dexterity +2
    Ranged Dexterity +2
    Stealth Dexterity +2

    Crack Shot
    Favored Card: Item
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    light Armours Weapons
    POWERS:
    You may evade your encounter
    If you are the only character at your location you may recharge a card to add 1d6+2 (☐+3) to your combat check
    For your combat check that has the Ranged trait, you may use a d10 (☐ or a d12) for your Strength die.
    When you would discard a weapon that has the Bow (☐ or Ranged) trait for its power, you may instead discard another card.

    "


    During This Adventure: The Ruins of Bonekeep

  • The scourge die is 1d10.

    During This Scenario: Round 2: Maze of the Mind Slave

    STORY BANES:

  • Villain: Karnakin
  • Henchmen: Brain Spiders

    DURING THIS SCENARIO:

  • Create characters as described in the Character Creation sidebar, then each character gains a role card and a power feat.
  • 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.
    Lightning Storm:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Monster 2
    Spoiler:
    Ice Elemental
    Monster 2

    Traits
    Elemental
    Outsider
    Cold
    Elite

    Check
    Combat
    12

    Powers
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.

    Monster 3
    Spoiler:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

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

    Monster 4
    Spoiler:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    Monster 5
    Spoiler:
    Giant Crocodile
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    18

    Powers
    If the check to defeat has the Cold trait, add 1d8.
    If undefeated, shuffle this card into a random open location.

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

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 2
    Spoiler:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 3
    Spoiler:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Barrier 4
    Spoiler:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Barrier 5
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    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 a 5.

    Weapon 2
    Spoiler:
    Sling Staff
    Weapon B

    Traits
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    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 1d6 and that item's traits to a combat check by a character at another location.

    Weapon 3
    Spoiler:
    Khopesh
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Weapon 4
    Spoiler:
    Staff of Dark Flame
    Weapon 3

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    12

    Powers
    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 reduce the difficulty of a combat check by 1d6+1.

    Weapon 5
    Spoiler:
    Khopesh
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Random Spells:
    Spell 1
    Spoiler:
    Unshakable Chill
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 2
    Spoiler:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 3
    Spoiler:
    Remove Curse
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    6

    Powers
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Spell 4
    Spoiler:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Viper Strike
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Tussah Silk Coat
    Armor C

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Armor 2
    Spoiler:
    Armor of the Sands
    Armor B

    Traits
    Clothing
    Magic
    Arcane
    Divine
    Elite

    Check
    Constitution
    Fortitude
    6
    OR
    Arcane
    Divine
    8

    Powers
    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.

    Armor 3
    Spoiler:
    Crocodile Skin Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Armor 4
    Spoiler:
    Armored Coat
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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 on this check. 
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 5
    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Healer's Kit
    Item B

    Traits
    Tool
    Healing

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.

    Item 2
    Spoiler:
    Scarab Sand
    Item 3

    Traits
    Object
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    Arcane
    9

    Powers
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

    Item 3
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Item 4
    Spoiler:
    Bladeguard
    Item C

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    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 has the Acid trait.

    Item 5
    Spoiler:
    Flash Freeze
    Item B

    Traits
    Liquid
    Cold
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

    Random Allies:
    Ally 1
    Spoiler:
    Meehr Zet
    Ally B

    Traits
    Dwarf
    Aristocrat
    Hireling

    Check
    Charisma
    Diplomacy
    7

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

    Ally 2
    Spoiler:
    Tomb Raider
    Ally B

    Traits
    Human
    Rogue
    Basic

    Check
    Charisma
    Diplomacy
    Acrobatics
    4

    Powers
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

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

    Ally 5
    Spoiler:
    Nefti the Bard
    Ally B

    Traits
    Human
    Bard
    Aspis

    Check
    Charisma
    Diplomacy
    8

    Powers
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessing 2
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 4
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessing 5
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Turn: 21 Lem/Greg

    Top of Blessing Discard Pile: Blessing of the Ancients

    Top Blessing:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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


    Blessings Remaining: 10
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 22 Valeros)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 2 (Turn 23 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 3 (Turn 24 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 4 (Turn 25 Lem)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 5 (Turn 26 Valeros)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 27 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 7 (Turn 28 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 8 (Turn 29 Lem)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 9 (Turn 30 Valeros)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 10 (Turn 31 Lini)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    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:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Altar of Riddles Card 1:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 2:
    Lini 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Altar of Riddles Card 3:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Altar of Riddles Card 4:
    Lini 4
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Altar of Riddles Card 5:
    Hand of the Guilty Man
    Item 2

    Traits
    Accessory
    Magic
    Mummy

    Check
    Wisdom
    Divine
    7

    Powers
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Altar of Riddles Card 6:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. 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.

    Altar of Riddles Card 7:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Altar of Riddles Card 8:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

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

    Altar of Riddles Card 9:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    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:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Merisiel,

    Eternal Arena Card 1:
    Vented Plate Mail
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Eternal Arena Card 2:
    Locate Object
    Spell 1

    Traits
    Magic
    Acrance
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your 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.

    Eternal Arena Card 3:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 4:
    Galvanic Chakram +1
    Weapon 1

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Eternal Arena Card 5:
    Lem 4
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Oasis
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Stonework Passages
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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 and acquire it.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Kyra, Lini,

    Vault of Hidden Wisdom
    At This Location: When 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:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Lem,

    Vault of Hidden Wisdom Card 1:
    Karnakin
    Villain Monster 3

    Traits
    Ratfolk
    Wizard

    Check
    Combat
    19

    Powers
    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 2:
    Blessing of Wadjet
    Blessing C

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Vault of Hidden Wisdom Card 3:
    Magnifying Glass
    Item B

    Traits
    Tool
    Basic

    Check
    Intelligence
    Perception
    4

    Powers
    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.

    Scorched Obelisk
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:


  • Deck Handler

    Off turn: Play Find Traps for Kyra.
    Divine 8: 1d12 + 4 ⇒ (7) + 4 = 11 recharged

    The hour of the Ancients
    Reveal Staff of Revelations to examine top card of Lem's deck: BoAbadar - leave on top.
    Remain at Vault of Hidden Wisdom.

    Explore:

    Karnakin:
    Villain Monster 3
    Traits
    Ratfolk
    Wizard

    Check
    Combat
    19

    Powers
    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.

    Villain encountered. Pause for guard checks.

    Scarab Sages

    deck handler Elf rogue

    To close eternal arena

    reveal shock longbow recharge ring of elemental command for the twin of trapper he just defeated

    combat 15: 1d12 + 5 + 1d8 + 1 + 1d6 + 2 ⇒ (2) + 5 + (1) + 1 + (3) + 2 = 14

    shirt re roll: 13 + 1d8 ⇒ 13 + (4) = 17

    discard blow gun to mental damage

    "

    Merisiel Crackshot wrote:

    Hand: Silver Balladeer, Shock Longbow +1, Blessing of Erastil,

    Displayed:
    Deck: 8 Discard: 4 Buried: 2
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathbane Light Crossbow +1, Blessing of Milani, Shy Ratani, Chime of Unlocking, Blessing of Abadar 1
    Recharged: Frost Longbow +1, Gem of Physical Prowess, Ring of Elemental Command,
    Discard Pile: Blessing of abadar 2, Blessing of Norborger 2, blessing of nethys, Blowgun,
    Buried Pile: Liquid Blade, Ptemenib,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2
    acrobatics Dexterity +2
    Ranged Dexterity +2
    Stealth Dexterity +2

    Crack Shot
    Favored Card: Item
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    light Armours Weapons
    POWERS:
    You may evade your encounter
    If you are the only character at your location you may recharge a card to add 1d6+2 (☐+3) to your combat check
    For your combat check that has the Ranged trait, you may use a d10 (☐ or a d12) for your Strength die.
    When you would discard a weapon that has the Bow (☐ or Ranged) trait for its power, you may instead discard another card.

    "


    Deck Handler

    Continuing turn:
    Each character is dealt 1 Mental damage that may not be reduced. Discard Tomb Raider for damage.
    Display Chain Lightning, difficulty increased by 2. Kyra recharges BoSarenrae to bless.
    Combat 19+2=21: 2d12 + 4 + 3d6 ⇒ (10, 11) + 4 + (3, 1, 4) = 33 defeated
    Vault of Hidden Wisdom closed. Villain shuffled into Altar of Riddles.
    WPC Knowledge 7: 1d6 + 2 ⇒ (3) + 2 = 5 failed

    End turn.
    Chain Lightning - Arcane 12: 1d12 + 4 ⇒ (12) + 4 = 16 recharged
    Reset hand.

    Lem wrote:

    Hand: Confidence Boost, Sorrowsoul, Evangelist, Blessing of Maat, Staff of Revelations (acq), Blessing of the Ancients (acq),

    Displayed:
    Deck: 8 Discard: 9 Buried: 0
    Current Location: Vault of Hidden Wisdom
    Unused Hero Points:
    NOTES:
    Available Support: Blessings available. Lem can recharge a card to add 1d4+2 to a local check.
    Other: Dice Re-Roll Used for Rnd 2?: Y

    Deck, Discard, Buried:

    Reloaded: Blessing of Abadar,
    Middle of Deck (Unknown Order): Cure, Lightning Bolt, Ruby of Charisma
    Recharged: Quick Change Mask, Returning Throwing Axe +1 (acq), Find Traps (Meri's), Chain Lightning (acq),
    Discard Pile: Blessing of Achaekek, Detect Thoughts, Scrying, Blessing of Milani (2), Find Traps (Kyra's), Blessing of Erastil, Blessing of Horus (acq), Restorative Touch (Kyra's), Tomb Raider (acq),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 [ooc]☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d12 ☑ +1 ☑ +2
    Arcane: Charisma +2
    Diplomacy: Charisma +2
    Divine: Charisma +2

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane, Divine, Instrument, Light Armor
    POWERS: Tent Preacher Role Card
    At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
    You may recharge a card to add 1d4 ([X] +1) ([X] +2) (□ +3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
    □ Add 2 (□ 4) to your check to recharge (□ or acquire) a spell that has the Divine trait.
    □ When you play a blessing on a non-combat Wisdom or Charisma check, you may add a d12 in place of the normal die.
    [X] You may recharge a spell that has the Divine trait to draw a card.
    □ When you would recharge a card, you may shuffle it into your deck instead.


    During This Adventure: The Ruins of Bonekeep

  • The scourge die is 1d10.

    During This Scenario: Round 2: Maze of the Mind Slave

    STORY BANES:

  • Villain: Karnakin
  • Henchmen: Brain Spiders

    DURING THIS SCENARIO:

  • Create characters as described in the Character Creation sidebar, then each character gains a role card and a power feat.
  • 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.
    Lightning Storm:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Plague Zombie
    Monster 1

    Traits
    Undead
    Elite

    Check
    Combat
    11

    Powers
    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.

    Monster 2
    Spoiler:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

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

    Monster 3
    Spoiler:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

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

    Monster 4
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 5
    Spoiler:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Dry Quicksand
    Barrier C

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Barrier 2
    Spoiler:
    Lightning Storm
    Barrier C

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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

    Barrier 3
    Spoiler:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Barrier 4
    Spoiler:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 5
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Staff of Focus
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    Arcane
    Divine
    6

    Powers
    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.

    Weapon 2
    Spoiler:
    Glacial Khopesh +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

    Weapon 3
    Spoiler:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    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.

    Weapon 4
    Spoiler:
    Kukri
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 5
    Spoiler:
    Greatclub +1
    Weapon 2

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    8

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

    Random Spells:
    Spell 1
    Spoiler:
    Stoneskin
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

    Powers
    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, 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.

    Spell 3
    Spoiler:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Acid Jet
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Tussah Silk Coat
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Armor 2
    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

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

    Armor 4
    Spoiler:
    Crocodile Skin Lamellar
    Armor B

    Traits
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    5
    OR
    Intelligence
    Craft
    7

    Powers
    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 to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Armor 5
    Spoiler:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

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

    Random Items:
    Item 1
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Item 2
    Spoiler:
    Brilliance of Ra
    Item B

    Traits
    Object
    Magic
    Ra
    Trigger

    Check
    Strength
    Knowledge
    Divine
    5

    Powers
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

    Item 3
    Spoiler:
    Compass
    Item C

    Traits
    Object
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard this card to explore your location.

    Item 4
    Spoiler:
    Acid Flask
    Item B

    Traits
    Liquid
    Attack
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check or 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.

    Item 5
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    Aunty
    Ally C

    Traits
    Human
    Cleric

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
    Discard this card to examine the top 3 cards of your location. Then you may explore your location.

    Ally 2
    Spoiler:
    Fire Gecko
    Ally B

    Traits
    Animal
    Elemental
    Fire

    Check
    Wisdom
    Survival
    4

    Powers
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Ally 3
    Spoiler:
    Mumia Smugglers
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Hireling

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Stained Glass Elemental
    Ally B

    Traits
    Elemental
    Electricity
    Veteran

    Check
    Charisma
    Survival
    Arcane
    9

    Powers
    Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

    Ally 5
    Spoiler:
    Sedja
    Ally 3

    Traits
    Animal

    Check
    Charisma
    Diplomacy
    11

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

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

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Blessing 2
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 3
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing C

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 5
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Turn: 22 Valeros/Andrew

    Top of Blessing Discard Pile: Blessing of Maat

    Top Blessing:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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


    Blessings Remaining: 9
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 23 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 2 (Turn 24 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 3 (Turn 25 Lem)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 4 (Turn 26 Valeros)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 27 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 6 (Turn 28 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 7 (Turn 29 Lem)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 8 (Turn 30 Valeros)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 9 (Turn 31 Lini)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    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:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:2
    Notes: villain

    Altar of Riddles Card 1:
    Karnakin
    Villain Monster 3

    Traits
    Ratfolk
    Wizard

    Check
    Combat
    19

    Powers
    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.

    Altar of Riddles Card 2:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Altar of Riddles Card 3:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 4:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Altar of Riddles Card 5:
    Hand of the Guilty Man
    Item 2

    Traits
    Accessory
    Magic
    Mummy

    Check
    Wisdom
    Divine
    7

    Powers
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Altar of Riddles Card 6:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. 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.

    Altar of Riddles Card 7:
    Lini 4
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Altar of Riddles Card 8:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

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

    Altar of Riddles Card 9:
    Lini 2
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Altar of Riddles Card 10:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    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:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Merisiel,
    Notes: no villain

    Eternal Arena Card 1:
    Vented Plate Mail
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Eternal Arena Card 2:
    Locate Object
    Spell 1

    Traits
    Magic
    Acrance
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your 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.

    Eternal Arena Card 3:
    Brain Spider
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    14

    Powers
    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 4:
    Galvanic Chakram +1
    Weapon 1

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Eternal Arena Card 5:
    Lem 4
    Support 3

    Traits

    Check

    Powers
    Proxy for Lost card

    Oasis
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Stonework Passages
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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 and acquire it.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Kyra, Lini,

    Vault of Hidden Wisdom
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Lem,

    Scorched Obelisk
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:


  • Deck Handler

    Should have drawn the reloaded BoAbadar instead of BotAncients.
    At the start of Kyra's turn, play Confidence Boost to examine top 3 cards of Lem's deck: Ruby of Charisma, Lightning Bolt, Cure. Draw Cure & shuffle deck.
    Reveal Evangelist for recharge.
    Confidence Boost - Divine 11: 1d12 + 4 + 1 ⇒ (3) + 4 + 1 = 8 discarded
    Play Cure to heal Lem: 1d4 + 1 ⇒ (4) + 1 = 5 BoHorus, Scrying, BoErastil, Tomb Raider, Find Traps.
    Reveal Evangelist for Cure recharge.
    Cure - Divine 8: 1d12 + 4 + 1 ⇒ (8) + 4 + 1 = 13 recharged

    Lem wrote:

    Hand: Sorrowsoul, Evangelist, Blessing of Maat, Blessing of Abadar, Staff of Revelations (acq),

    Displayed:
    Deck: 13 Discard: 5 Buried: 0
    Current Location: Vault of Hidden Wisdom
    Unused Hero Points:
    NOTES:
    Available Support: Blessings available. Lem can recharge a card to add 1d4+2 to a local check.
    Other: Dice Re-Roll Used for Rnd 2?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lightning Bolt, Quick Change Mask, Returning Throwing Axe +1 (acq), Tomb Raider (acq), Ruby of Charisma, Blessing of the Ancients (acq), Blessing of Erastil, Chain Lightning (acq), Blessing of Horus (acq), Find Traps (Kyra's), Scrying, Find Traps (Meri's)
    Recharged: Cure,
    Discard Pile: Blessing of Achaekek, Detect Thoughts, Blessing of Milani (2), Restorative Touch (Kyra's), Confidence Boost,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d12 ☑ +1 ☑ +2
    Arcane: Charisma +2
    Diplomacy: Charisma +2
    Divine: Charisma +2

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane, Divine, Instrument, Light Armor
    POWERS: Tent Preacher Role Card
    At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
    You may recharge a card to add 1d4 ([X] +1) ([X] +2) (□ +3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
    □ Add 2 (□ 4) to your check to recharge (□ or acquire) a spell that has the Divine trait.
    □ When you play a blessing on a non-combat Wisdom or Charisma check, you may add a d12 in place of the normal die.
    [X] You may recharge a spell that has the Divine trait to draw a card.
    □ When you would recharge a card, you may shuffle it into your deck instead.


    Character Sheet

    On Lem's turn: Reveal Helm of Telepath to recharge Staff of Dark Flame when I would discard it as Mental damage.

    Turn 22: The hour is Blessing of Maat

    Move to Altar of Riddles.

    Reveal Swipe for healing myself.
    Heal: 1d4 + 2 ⇒ (4) + 2 = 6
    Discard Swipe

    Discard Blessing of Achachek to explore: Karnakin
    BA: Everyone takes 1 Mental damage.
    Reveal Helm to recharge Helm
    Merisiel guards.

    Spoiler:
    Flaming Scimitar, Binder's Tome
    Combat 19: 1d8 + 3 + 1d6 + 1 + 1d4 + 4 ⇒ (8) + 3 + (1) + 1 + (1) + 4 = 18
    Would have failed and used Lem's Blessing of Maat, but we decided to guard, so I'll reroll adding Lini's Blessing of Nethys.
    Combat 19: 1d8 + 3 + 1d6 + 1 + 1d4 + 4 + 1d8 ⇒ (3) + 3 + (4) + 1 + (2) + 4 + (2) = 19
    Success
    Defeated

    Scarab Sages

    deck handler Elf rogue

    To guard

    Plague Zombie

    Shock long bow recharge silver balladeer

    combat 11: 1d12 + 5 + 1d8 + 1 + 1d6 + 2 ⇒ (9) + 5 + (8) + 1 + (2) + 2 = 27

    Guarded location

    discarded blessing of Erastil i/o my longbow as per Merisiels power so adding 1d4 ⇒ 4 to the villain fight

    "

    Merisiel Crackshot wrote:

    Hand: Shock Longbow +1,

    Displayed:
    Deck: 9 Discard: 5 Buried: 2
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deathbane Light Crossbow +1, Blessing of Milani, Blessing of Abadar 1, Shy Ratani, Chime of Unlocking
    Recharged: Frost Longbow +1, Gem of Physical Prowess, Ring of Elemental Command, Silver Balladeer,
    Discard Pile: Blessing of abadar 2, Blessing of Norborger 2, blessing of nethys, Blowgun, Blessing of Erastil,
    Buried Pile: Liquid Blade, Ptemenib,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2
    acrobatics Dexterity +2
    Ranged Dexterity +2
    Stealth Dexterity +2

    Crack Shot
    Favored Card: Item
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    light Armours Weapons
    POWERS:
    You may evade your encounter
    If you are the only character at your location you may recharge a card to add 1d6+2 (☐+3) to your combat check
    For your combat check that has the Ranged trait, you may use a d10 (☐ or a d12) for your Strength die.
    When you would discard a weapon that has the Bow (☐ or Ranged) trait for its power, you may instead discard another card.

    "


    Character Sheet

    13 cards in deck

    Silver Crusade RPG Superstar 2014 Top 16

    11 in Lini's deck.


    Deck Handler

    13 cards in Lem's deck.


    DEVELOPMENT:
    With Karnakin’s mind crystal under your control, you don’t have to worry about further bouts of amnesia. Yet there is still more to Bonekeep.

    As you tread upon the first step down to the next level, however, your head is wracked with unbearable pain. You’ll need to return another day.

    SCENARIO REWARD:

  • When the scenario ends, score the following. Do not shuffle any cards into character decks until after scoring.
    • 40 points for defeating and cornering Karnakin
    • 20 points for gaining the Mind Crystal
    • 10 points for each closed location
    • 1 point for each card left in each character deck
    • If you won the scenario, 1 point for each card left in the blessings deck

    SCORE:

  • 40 - defeat and corner villain
  • 20 - gain the Mind Crystal
  • 60 - 6 closed locations
  • 46 - cards remaining in decks ( 13 Lem, 9 Merisiel, 11 Lini, 13 Kyra)
  • 9 - remaining blessings
  • 175 - Total.


  • Round 3: The Wakening Tomb
    Several weeks have passed since your last expedition into the ruins of Bonekeep. Though your lost memories have not returned, the fog over your mind has cleared. The Pathfinder Society’s best healers have concluded that it is once again safe for you to partake in dangerous missions. Perhaps you may even be able to return to Bonekeep. As if on cue, a trainee Pathfinder sprints into the room, carrying a short missive from Kreighton Shane, which reads simply, “If you’re ready to brave the ruins again, meet me at the guard tower just outside the north gate.”

    It doesn’t take long to gather your belongings and travel to the tower. Kreighton Shane stands in the tower’s shadow, staring out across the grassy countryside.

    “Welcome back,” he says, “to the road to Bonekeep. A place filled with death, disease, and mind-clouding magic. At least, according to a reliable Pathfinder group that has been there three times before.”

    Shane’s expression darkens. “But you aren’t the only Pathfinders to enter Bonekeep. While you were recovering, we sent another team in to begin the investigation of the third floor, and their findings were most troubling. There is a plague boiling forth from the ruined halls of Bonekeep. It seems that those who inhabit the lowest level have found some of the experiments left by the necromancer Volzeras, and have turned them to some foul end. The plague causes those it kills to rise as powerful undead.”

    That is a fate you would like to avoid.

    “Such was the fate of the last group of Pathfinders to enter Bonekeep. While we have managed to contain the disease for the time being, there is little chance we can hold it at bay forever. I need a group to venture into the deepest halls of Bonekeep and cut off the plague at its source.”

    You answer the question in his eyes with a determined nod. You started the exploration of this accursed place, and you will be the one to finish it.

    LOCATIONS:
    4 Embalming Parlor
    4 Forgery of Ra
    4 Garden of Symmetry
    4 Ghoul Square
    4 Scorched Ruins
    4 Sepulcher of the Servant

    STORY BANES:

  • Villain: None
  • Henchmen: Curse of Poisoning, Curse of Vulnerability, Curse of Dayname, Curse of the Ravenous, Curse of Blindness, Curse of the Mummy

    DURING THIS SCENARIO:

  • Create characters as described in the Character Creation sidebar, then each character gains a role card and 2 power feats.
  • When you encounter a scourge, suffer it, then you may attempt to close the location it came from.
  • When you close a location, each other character may suffer a scourge to examine the top card of 1 character deck or location deck; if all 3 characters examined cards with different adventure deck numbers, summon and build the location Ruined Temple and shuffle the villain Taxxak into it.
  • If the Garden of Symmetry is closed, when you would explore it, you may instead attempt a Strength 10 check or Combat 30 check; if you succeed, each character at that location moves to another location, then banish the Garden of Symmetry.
  • To win, defeat and corner Taxxak.


  • During This Adventure: The Ruins of Bonekeep

  • The scourge die is 1d10.

    During This Scenario: Round 3: The Wakening Tomb

    STORY BANES:

  • Villain: None
  • Henchmen: Curse of Poisoning, Curse of Vulnerability, Curse of Dayname, Curse of the Ravenous, Curse of Blindness, Curse of the Mummy

    DURING THIS SCENARIO:

  • Create characters as described in the Character Creation sidebar, then each character gains a role card and 2 power feats.
  • When you encounter a scourge, suffer it, then you may attempt to close the location it came from.
  • When you close a location, each other character may suffer a scourge to examine the top card of 1 character deck or location deck; if all 3 characters examined cards with different adventure deck numbers, summon and build the location Ruined Temple and shuffle the villain Taxxak into it.
  • If the Garden of Symmetry is closed, when you would explore it, you may instead attempt a Strength 10 check or Combat 30 check; if you succeed, each character at that location moves to another location, then banish the Garden of Symmetry.
  • To win, defeat and corner Taxxak.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

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

    Monster 2
    Spoiler:
    Shasalqu
    Monster 1

    Traits
    Animal
    Cold
    Elite

    Check
    Combat
    9

    Powers
    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.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Monster 3
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Monster 4
    Spoiler:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Gnoll
    Veteran
    Trigger

    Check
    Combat
    12

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

    Monster 5
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Barrier 2
    Spoiler:
    Symbol of Fear
    Barrier 3

    Traits
    Trigger
    Curse
    Trap
    Magic

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Barrier 3
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

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

    Barrier 4
    Spoiler:
    The First Law
    Barrier 1

    Traits
    Curse
    Law
    Trigger
    Elite

    Check
    None

    Powers
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

    Barrier 5
    Spoiler:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Scimitar
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Glacial Khopesh +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

    Weapon 3
    Spoiler:
    Djinni Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite

    Check
    Strength
    Melee
    6
    OR
    Arcane
    Divine
    8

    Powers
    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.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

    Weapon 4
    Spoiler:
    Kukri
    Weapon B

    Traits
    Knife
    Melee
    Slashing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 5
    Spoiler:
    Galvanic Chakram +1
    Weapon 1

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Locate Object
    Spell 1

    Traits
    Magic
    Acrance
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Remove Curse
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    6

    Powers
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Spell 3
    Spoiler:
    Elemental Treaty
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Unshakable Chill
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 5
    Spoiler:
    Immolate
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Vented Plate Mail
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 2
    Spoiler:
    Tussah Silk Coat
    Armor C

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Armor 3
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

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

    Armor 4
    Spoiler:
    Armored Coat
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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 on this check. 
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 5
    Spoiler:
    Tooled Crocodile Skin
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Random Items:
    Item 1
    Spoiler:
    Black Marsh Spider Venom
    Item 2

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    8

    Powers
    Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

    Item 2
    Spoiler:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Item 3
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 4
    Spoiler:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

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

    Item 5
    Spoiler:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Random Allies:
    Ally 1
    Spoiler:
    Shock Lizard
    Ally C

    Traits
    Animal
    Electricity
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Ally 2
    Spoiler:
    Terhk Fourwinds
    Ally C

    Traits
    Half-Orc
    Fighter

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

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

    Ally 4
    Spoiler:
    Porcupine
    Ally C

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Tomb Raider
    Ally B

    Traits
    Human
    Rogue
    Basic

    Check
    Charisma
    Diplomacy
    Acrobatics
    4

    Powers
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

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

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessing 2
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessing 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 5
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Turn: 1 Lini/Tyler

    Top of Blessing Discard Pile: Blessing of Horus

    Top Blessing:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 2 (Turn 3 Lem)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 3 (Turn 4 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 4 (Turn 5 Lini)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 5 (Turn 6 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 6 (Turn 7 Lem)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Blessings Deck Card 7 (Turn 8 Valeros)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 8 (Turn 9 Lini)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 10 Merisiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 10 (Turn 11 Lem)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 11 (Turn 12 Valeros)
    Spoiler:
    Blessing of Nethys
    Blessing C

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 13 Lini)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 13 (Turn 14 Merisiel)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 14 (Turn 15 Lem)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 15 (Turn 16 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 16 (Turn 17 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 17 (Turn 18 Merisiel)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 18 (Turn 19 Lem)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 19 (Turn 20 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 20 (Turn 21 Lini)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 21 (Turn 22 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 22 (Turn 23 Lem)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 23 (Turn 24 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing C

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 24 (Turn 25 Lini)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 25 (Turn 26 Merisiel)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 26 (Turn 27 Lem)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 27 (Turn 28 Valeros)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 28 (Turn 29 Lini)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 29 (Turn 30 Merisiel)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:2 ?:1

    Embalming Parlor Card 1:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Embalming Parlor Card 2:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Embalming Parlor Card 3:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

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

    Embalming Parlor Card 4:
    Lightning Touch
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Embalming Parlor Card 5:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Embalming Parlor Card 6:
    Osirion History Guide
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Wisdom
    Knowledge
    3

    Powers
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Embalming Parlor Card 7:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    You may only have 1 copy of this card displayed.

    Embalming Parlor Card 8:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Embalming Parlor Card 9:
    Alchemical Gas
    Barrier C

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    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.

    Embalming Parlor Card 10:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Forgery of Ra
    At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
    When Closing: You are dealt 1d6 Fire damage.
    When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
    M:2 Ba:3 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1

    Forgery of Ra Card 1:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

    Powers
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Forgery of Ra Card 2:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Forgery of Ra Card 3:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

    Forgery of Ra Card 4:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.

    Forgery of Ra Card 5:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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 rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Forgery of Ra Card 6:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Forgery of Ra Card 7:
    Crocodile Skin Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Forgery of Ra Card 8:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Forgery of Ra Card 9:
    Tarworks Master
    Ally B

    Traits
    Dwarf

    Check
    Craft
    Charisma
    Diplomacy
    10

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

    Forgery of Ra Card 10:
    The Evil Eye
    Barrier C

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Garden of Symmetry
    At This Location: When you attempt a check, recharge a card for each die that has an odd result.
    When Closing: Recharge 2 cards of the same type.
    When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    M:0 Ba:2 W:1 Sp:2 Ar:2 I:0 Al:0 Bl:2 ?:1

    Garden of Symmetry Card 1:
    Armored Kilt
    Armor B

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Garden of Symmetry Card 2:
    Fire Lance
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite

    Check
    Dexterity
    Ranged
    Craft
    5

    Powers
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

    Garden of Symmetry Card 3:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    You may only have 1 copy of this card displayed.

    Garden of Symmetry Card 4:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Garden of Symmetry Card 5:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Garden of Symmetry Card 6:
    Lightning Touch
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Garden of Symmetry Card 7:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Garden of Symmetry Card 8:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Garden of Symmetry Card 9:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Garden of Symmetry Card 10:
    Stoneskin
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1

    Ghoul Square Card 1:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    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.

    Ghoul Square Card 2:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its 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.

    Ghoul Square Card 3:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Ghoul Square Card 4:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    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.

    Ghoul Square Card 5:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    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.

    Ghoul Square Card 6:
    Curse of Blindness
    Scourge 3

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.

    Ghoul Square Card 7:
    Echoes of Confusion
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Stealth
    Perception
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Ghoul Square Card 8:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    OR
    Craft
    Knowledge
    5

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

    Ghoul Square Card 9:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Ghoul Square Card 10:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

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

    Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1

    Scorched Ruins Card 1:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Scorched Ruins Card 2:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    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 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.

    Scorched Ruins Card 3:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

    Powers
    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, 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.

    Scorched Ruins Card 4:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Scorched Ruins Card 5:
    Armored Kilt
    Armor C

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Scorched Ruins Card 6:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Scorched Ruins Card 7:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings

    2. Allies
    3. Spells and weapons
    4. Items

    You may only have 1 copy of this card displayed.

    Scorched Ruins Card 8:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Scorched Ruins Card 9:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Scorched Ruins Card 10:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Sepulcher of the Servant Card 1:
    Chakram
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Elite

    Check
    Dexterity
    Ranged
    6

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Sepulcher of the Servant Card 2:
    Acid Mantis
    Monster 1

    Traits
    Vermin
    Acid
    Trigger
    Elite

    Check
    Combat
    9

    Powers
    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.

    Sepulcher of the Servant Card 3:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    Sepulcher of the Servant Card 4:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sepulcher of the Servant Card 5:
    Curse of the Mummy
    Scourge 3

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.

    Sepulcher of the Servant Card 6:
    Crocodile Skin Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Sepulcher of the Servant Card 7:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Sepulcher of the Servant Card 8:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Sepulcher of the Servant Card 9:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Sepulcher of the Servant Card 10:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.


  • Character Sheet

    Kyra will start at Garden of Symmetry.

    Kyra wrote:

    Hand: Staff of Dark Flame, Create Mindscape, Remove Curse, Helm of Telepathy, Shroud Cloak, Blessing of Sarenrae 3, Blessing of Qi Zhong,

    Displayed:
    Current Location: Garden of Symmetry

    Deck: 11 Discard: 0 Buried: 0
    NOTES:
    Available Support: Anything of mine that helps you, feel free to use.
    Other: Reroll not used.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Milani, Coordinated Blast, Evangelist, Blessing of Sarenrae 2, Binder's Tome, Blessing of Sarenrae 1, Blessing of Abadar, Flaming Scimitar +1, Augury, Scimitar, Restorative Touch
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors, Heavy Armors, ☑Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 (☑+2) random cards from his discard pile into his deck, then discard the card you revealed.
    If your combat check has the Sword trait, add 2 (☑ 4) and you may add the Magic (☐ and Fire) trait to it.
    ☑ If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard (☐ or recharge) a card to immediately explore again.
    ☐ You automatically succeed at your check to acquire a weapon (☐ or a spell).
    ☑ When you play Blessing of Sarenrae, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    Silver Crusade RPG Superstar 2014 Top 16

    I think I'll go straight for the Garden of Symmetry.

    "

    Lini (Menhir Savant) wrote:

    Hand: Blessing of Gozreh, Mammoth Hide Armor, Raven, Snow Leopard, Thylacine, Cauterize,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Lini Deck Handler

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Charm Animal, Giant Weasel, Divine Blaze, Aspect of the Bat, Cure, Mastiff, Mind Crystal, Reed Moccasin, Angelstep, Blessing of the Green Faith, Blessing of Gorum, Vulture, Blessing of Achaekek, Wintervine
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Divine
    POWERS:
    At the start ([X] or end) of your turn, you may exchange a card in your hand for an ally that has the Animal trait in your discard pile.
    For your combat check, you may display an ally that has the Animal trait to use your Survival skill + 1d6. If you succeed at the check, recharge the displayed card; otherwise bury ([X] or discard) it.
    When a character attempts a check to close your location, add 2 (☐ 4).
    [X] When you are at a closed location, instead of the first exploration of your turn, you may recharge a spell to allow each other character to recharge a random card from his discard pile.
    ☐ At the end of your turn, if you are at a closed location, you may move to another closed location.
    [X] At the start of your turn, if you are at a closed location, you may examine the top card of your deck, then recharge it or put it into your hand.
    ☐ When you are at a closed location, reduce damage dealt to you to 0.

    "


    Deck Handler

    Start at Garden of Symmetry

    Lem wrote:

    Hand: Object Reading, Valet, Evangelist, Blessing of Milani (1), Blessing of Maat, Blessing of Milani (2), Blessing of Achaekek,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Garden of Symmetry
    Unused Hero Points:
    NOTES:
    Available Support: Blessings available. Lem can recharge a card to add 1d4+2 to a local check.
    Other: Dice Re-Roll Used for Rnd 3?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lightning Bolt, Swipe, Scrying, Detect Thoughts, Cure, Quick Change Mask, Sorrowsoul, Deathbane Light Crossbow +1, Singer's Solution, Blessing of Erastil, Blessing of Abadar
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d12 ☑ +1 ☑ +2
    Arcane: Charisma +2
    Diplomacy: Charisma +2
    Divine: Charisma +2

    Favored Card Type: Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Divine, Instrument, Light Armor
    POWERS: Tent Preacher Role Card
    At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
    You may recharge a card to add 1d4 ([X] +1) ([X] +2) (□ +3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
    [X] Add 2 (□ 4) to your check to recharge (□ or acquire) a spell that has the Divine trait.
    □ When you play a blessing on a non-combat Wisdom or Charisma check, you may add a d12 in place of the normal die.
    □ You may recharge a spell that has the Divine trait to draw a card.
    □ When you would recharge a card, you may shuffle it into your deck instead.

    Scarab Sages

    deck handler Elf rogue

    Also at the garden is Merisiel

    "

    Merisiel Crackshot wrote:

    Hand: Gem of Physical Prowess, Deathbane Light Crossbow +1, Ring of Elemental Command, Blessing of Erastil, Silver Balladeer,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Old Salt, Blessing of Norborger 2, Blessing of Norgorber 1, Find Traps, Frost Longbow +1, Shy Ratani, Blessing of Abadar 1, Shock Longbow +1, Steel Ibis Lamellar, Blessing of abadar 2, Ring of Maniacal Devices, Liquid Blade, Helpful Haversack
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2
    acrobatics Dexterity +2
    Ranged Dexterity +2
    Stealth Dexterity +2

    Crack Shot
    Favored Card: Item
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    light Armours Weapons
    POWERS:
    You may evade your encounter
    If you are the only character at your location you may recharge a card to add 1d6+2 (☐+3) to your combat check
    For your combat check that has the Ranged trait, you may use a d10 (X or a d12) for your Strength die.
    When you would discard a weapon that has the Bow (☐ or Ranged) trait for its power, you may instead discard another card.

    "

    Silver Crusade RPG Superstar 2014 Top 16

    Lini's hour is Horus.

    Explore the Garden to find an Armored Kilt.
    Constitution 5: 1d6 ⇒ 6 Acquired.

    Thylacine to explore again. A Fire Lance.
    Dexterity 5: 1d6 ⇒ 6 Acquired as well.

    Snow Leopard for another explore. I suffer the Curse of Vulnerability and can attempt to close, which just requires me to recharge 2 cards of the same type. I recharge the two armors in my hand. Garden of Symmetry closed.

    I'll hold off on trying to banish it until next turn, so that I can use my start of turn power first.

    I drew Charm Animal, so I'll bury that at the start of Meri's turn to draw a Shock Lizard.

    We have the option for everyone else to suffer a random scourge in order to build the location with the villain. Do we want to do that?

    "

    Lini (Menhir Savant) wrote:

    Hand: Cauterize, Raven, Blessing of Gozreh, Fire Lance, Shock Lizard, Cure,

    Displayed: Curse of Vulnerability,
    Deck: 14 Discard: 2 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Lini Deck Handler

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Gorum, Divine Blaze, Aspect of the Bat, Mind Crystal, Wintervine, Blessing of the Green Faith, Giant Weasel, Mastiff, Reed Moccasin, Vulture, Angelstep, Blessing of Achaekek
    Recharged: Mammoth Hide Armor, Armored Kilt,
    Discard Pile: Thylacine, Snow Leopard,
    Buried Pile: Charm Animal,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Divine
    POWERS:
    At the start ([X] or end) of your turn, you may exchange a card in your hand for an ally that has the Animal trait in your discard pile.
    For your combat check, you may display an ally that has the Animal trait to use your Survival skill + 1d6. If you succeed at the check, recharge the displayed card; otherwise bury ([X] or discard) it.
    When a character attempts a check to close your location, add 2 (☐ 4).
    [X] When you are at a closed location, instead of the first exploration of your turn, you may recharge a spell to allow each other character to recharge a random card from his discard pile.
    ☐ At the end of your turn, if you are at a closed location, you may move to another closed location.
    [X] At the start of your turn, if you are at a closed location, you may examine the top card of your deck, then recharge it or put it into your hand.
    ☐ When you are at a closed location, reduce damage dealt to you to 0.

    "

    Scarab Sages

    deck handler Elf rogue

    Merisiel Scouts out parlour its a B Blessing of Elements

    scourge: 1d10 ⇒ 6


    Character Sheet

    Kyra examines Ghoul Square: Torch B
    Scourge: 1d10 ⇒ 8
    Curse of the Sphinx

    Remove Curse on that.

    Kyra wrote:

    Hand: Staff of Dark Flame, Create Mindscape, Helm of Telepathy, Shroud Cloak, Blessing of Sarenrae 3, Blessing of Qi Zhong,

    Displayed:
    Current Location: Garden of Symmetry

    Deck: 12 Discard: 0 Buried: 0
    NOTES:
    Available Support: Anything of mine that helps you, feel free to use.
    Other: Reroll not used.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sarenrae 1, Blessing of Sarenrae 2, Blessing of Milani, Augury, Restorative Touch, Blessing of Abadar, Evangelist, Flaming Scimitar +1, Scimitar, Coordinated Blast, Binder's Tome
    Recharged: Remove Curse,
    Discard Pile:
    Buried Pile:

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors, Heavy Armors, ☑Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 (☑+2) random cards from his discard pile into his deck, then discard the card you revealed.
    If your combat check has the Sword trait, add 2 (☑ 4) and you may add the Magic (☐ and Fire) trait to it.
    ☑ If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard (☐ or recharge) a card to immediately explore again.
    ☐ You automatically succeed at your check to acquire a weapon (☐ or a spell).
    ☑ When you play Blessing of Sarenrae, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.


    Deck Handler

    Lem examines Scorched Ruins: Khamsin Coat (Armor 3)
    Scourge: 1d10 ⇒ 3 Vulnerability

    Scarab Sages

    deck handler Elf rogue

    Merisiel heads to the sepucher after recharging silver balladeer to remove curse of withering

    Heads to sepucher of the servant

    acquires chakram

    discard blessing of erastil to explore

    find acid mantis

    reveal deathbane crossbow and ring of elements adding acid

    Defeated

    "

    Merisiel Crackshot wrote:

    Hand: Gem of Physical Prowess, Deathbane Light Crossbow +1, Ring of Elemental Command, chakram, Ring of Maniacal Devices,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Can discard ring of maniacl devices to add d4 to a distant combat check d8 if vs undead

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Steel Ibis Lamellar, Blessing of Norgorber 1, Blessing of Norborger 2, Old Salt, Find Traps, Blessing of Abadar 1, Shock Longbow +1, Frost Longbow +1, Helpful Haversack, Shy Ratani, Liquid Blade, Blessing of abadar 2
    Recharged: Silver Balladeer,
    Discard Pile: Blessing of Erastil,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2
    acrobatics Dexterity +2
    Ranged Dexterity +2
    Stealth Dexterity +2

    Crack Shot
    Favored Card: Item
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    light Armours Weapons
    POWERS:
    You may evade your encounter
    If you are the only character at your location you may recharge a card to add 1d6+2 (☐+3) to your combat check
    For your combat check that has the Ranged trait, you may use a d10 (X or a d12) for your Strength die.
    When you would discard a weapon that has the Bow (☐ or Ranged) trait for its power, you may instead discard another card.

    "


    During This Adventure: The Ruins of Bonekeep

  • The scourge die is 1d10.

    During This Scenario: Round 3: The Wakening Tomb

    STORY BANES:

  • Villain: None
  • Henchmen: Curse of Poisoning, Curse of Vulnerability, Curse of Dayname, Curse of the Ravenous, Curse of Blindness, Curse of the Mummy

    DURING THIS SCENARIO:

  • Create characters as described in the Character Creation sidebar, then each character gains a role card and 2 power feats.
  • When you encounter a scourge, suffer it, then you may attempt to close the location it came from.
  • When you close a location, each other character may suffer a scourge to examine the top card of 1 character deck or location deck; if all 3 characters examined cards with different adventure deck numbers, summon and build the location Ruined Temple and shuffle the villain Taxxak into it.
  • If the Garden of Symmetry is closed, when you would explore it, you may instead attempt a Strength 10 check or Combat 30 check; if you succeed, each character at that location moves to another location, then banish the Garden of Symmetry.
  • To win, defeat and corner Taxxak.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Blasphemous Priest
    Monster C

    Traits
    Undead
    Cleric
    Elite

    Check
    Combat
    10

    Powers
    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.

    Monster 2
    Spoiler:
    Tekenu
    Monster 2

    Traits
    Undead
    Elite

    Check
    Combat
    13

    Powers
    The Tekenu is immune to the Mental and Poison traits.
    Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
    If the check to defeat has the Divine trait, add 1d6.

    Monster 3
    Spoiler:
    Guardian Scroll
    Monster 1

    Traits
    Construct
    Elite

    Check
    Stealth
    8
    OR
    Combat
    11

    Powers
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.

    Monster 4
    Spoiler:
    Giant Crocodile
    Monster 3

    Traits
    Animal
    Elite

    Check
    Combat
    18

    Powers
    If the check to defeat has the Cold trait, add 1d8.
    If undefeated, shuffle this card into a random open location.

    Monster 5
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Fireball Trap
    Barrier 2

    Traits
    Trap
    Magic
    Fire
    Elite

    Check
    Constitution
    6
    OR
    Dexterity
    Acrobatics
    Disable
    8

    Powers
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Barrier 2
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

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

    Barrier 3
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 4
    Spoiler:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 5
    Spoiler:
    Shrieking Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger
    Elite

    Check
    Wisdom
    Stealth
    Perception
    Survival
    8

    Powers
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

    Random Weapons:
    Weapon 1
    Spoiler:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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 rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 2
    Spoiler:
    Shotel
    Weapon B

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Weapon 4
    Spoiler:
    Blowgun
    Weapon B

    Traits
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic

    Check
    Dexterity
    Ranged
    Knowledge
    5

    Powers
    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.
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

    Weapon 5
    Spoiler:
    Bolas
    Weapon C

    Traits
    Chain
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against 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 whose highest difficulty to defeat is 12 or lower.

    Random Spells:
    Spell 1
    Spoiler:
    Remove Curse
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    6

    Powers
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Spell 2
    Spoiler:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

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

    Spell 3
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

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

    Spell 4
    Spoiler:
    Elemental Treaty
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 5
    Spoiler:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Tussah Silk Coat
    Armor C

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Armor 2
    Spoiler:
    Crocodile Skin Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Armor 3
    Spoiler:
    Armor of the Sands
    Armor B

    Traits
    Clothing
    Magic
    Arcane
    Divine
    Elite

    Check
    Constitution
    Fortitude
    6
    OR
    Arcane
    Divine
    8

    Powers
    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.

    Armor 4
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Armor 5
    Spoiler:
    Alchemist's Shield
    Armor 2

    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

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

    Random Items:
    Item 1
    Spoiler:
    Noxious Bomb
    Item B

    Traits
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    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; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Item 2
    Spoiler:
    Crowbar
    Item B

    Traits
    Tool
    Basic

    Check
    Strength
    3

    Powers
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier 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.

    Item 3
    Spoiler:
    Fire Ward Gel
    Item B

    Traits
    Liquid
    Fire
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card to reduce Fire damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.

    Item 4
    Spoiler:
    Flash Freeze
    Item B

    Traits
    Liquid
    Cold
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

    Item 5
    Spoiler:
    Bladeguard
    Item B

    Traits
    Liquid
    Acid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    6

    Powers
    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 has the Acid trait.

    Random Allies:
    Ally 1
    Spoiler:
    Hyaenodon
    Ally B

    Traits
    Animal
    Trigger
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
    When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
    Discard this card to examine your location. Then you may explore your location.

    Ally 2
    Spoiler:
    Pahmet Clansman
    Ally B

    Traits
    Dwarf
    Cleric
    Basic

    Check
    Charisma
    Diplomacy
    Divine
    6

    Powers
    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 it instead.

    Ally 3
    Spoiler:
    Idorii
    Ally 1

    Traits
    Half-Elf
    Fighter

    Check
    Melee
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d4 to a combat check at your location.
    Discard this card to explore your location. Add 2d4 to combat checks during this exploration.

    Ally 4
    Spoiler:
    Shock Lizard
    Ally B

    Traits
    Animal
    Electricity
    Basic

    Check
    Wisdom
    Survival
    4

    Powers
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Ally 5
    Spoiler:
    Camel
    Ally B

    Traits
    Animal
    Mount
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessing 2
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 4
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessing 5
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Turn: 3 Lem/Greg

    Top of Blessing Discard Pile: Blessing of Pharasma

    Top Blessing:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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


    Blessings Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 2 (Turn 5 Lini)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 3 (Turn 6 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 4 (Turn 7 Lem)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Blessings Deck Card 5 (Turn 8 Valeros)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 6 (Turn 9 Lini)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 10 Merisiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 8 (Turn 11 Lem)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 9 (Turn 12 Valeros)
    Spoiler:
    Blessing of Nethys
    Blessing C

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 13 Lini)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 11 (Turn 14 Merisiel)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 12 (Turn 15 Lem)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 13 (Turn 16 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 14 (Turn 17 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 15 (Turn 18 Merisiel)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 16 (Turn 19 Lem)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 17 (Turn 20 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 18 (Turn 21 Lini)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 19 (Turn 22 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 20 (Turn 23 Lem)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 21 (Turn 24 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing C

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 22 (Turn 25 Lini)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 23 (Turn 26 Merisiel)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 24 (Turn 27 Lem)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 25 (Turn 28 Valeros)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 26 (Turn 29 Lini)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 27 (Turn 30 Merisiel)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:2 ?:1

    Embalming Parlor Card 1 - Blessing of the Elements:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Embalming Parlor Card 2:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Embalming Parlor Card 3:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

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

    Embalming Parlor Card 4:
    Lightning Touch
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Embalming Parlor Card 5:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Embalming Parlor Card 6:
    Osirion History Guide
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Wisdom
    Knowledge
    3

    Powers
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Embalming Parlor Card 7:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    You may only have 1 copy of this card displayed.

    Embalming Parlor Card 8:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Embalming Parlor Card 9:
    Alchemical Gas
    Barrier C

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    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.

    Embalming Parlor Card 10:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Forgery of Ra
    At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
    When Closing: You are dealt 1d6 Fire damage.
    When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
    M:2 Ba:3 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1

    Forgery of Ra Card 1:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

    Powers
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Forgery of Ra Card 2:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Forgery of Ra Card 3:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

    Forgery of Ra Card 4:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.

    Forgery of Ra Card 5:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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 rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Forgery of Ra Card 6:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Forgery of Ra Card 7:
    Crocodile Skin Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Forgery of Ra Card 8:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Forgery of Ra Card 9:
    Tarworks Master
    Ally B

    Traits
    Dwarf

    Check
    Craft
    Charisma
    Diplomacy
    10

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

    Forgery of Ra Card 10:
    The Evil Eye
    Barrier C

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Garden of Symmetry
    At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Lini, Lem, Kyra

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1

    Ghoul Square Card 1 - Torch:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    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.

    Ghoul Square Card 2:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its 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.

    Ghoul Square Card 3:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Ghoul Square Card 4:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    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.

    Ghoul Square Card 5:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    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.

    Ghoul Square Card 6:
    Curse of Blindness
    Scourge 3

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.

    Ghoul Square Card 7:
    Echoes of Confusion
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Stealth
    Perception
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Ghoul Square Card 8:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    OR
    Craft
    Knowledge
    5

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

    Ghoul Square Card 9:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Ghoul Square Card 10:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

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

    Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1

    Scorched Ruins Card 1 - Khamsin Coat:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Scorched Ruins Card 2:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    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 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.

    Scorched Ruins Card 3:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

    Powers
    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, 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.

    Scorched Ruins Card 4:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Scorched Ruins Card 5:
    Armored Kilt
    Armor C

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Scorched Ruins Card 6:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Scorched Ruins Card 7:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings

    2. Allies
    3. Spells and weapons
    4. Items

    You may only have 1 copy of this card displayed.

    Scorched Ruins Card 8:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Scorched Ruins Card 9:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Scorched Ruins Card 10:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
    Located here: Merisiel,

    Sepulcher of the Servant Card 1:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    Sepulcher of the Servant Card 2:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sepulcher of the Servant Card 3:
    Curse of the Mummy
    Scourge 3

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.

    Sepulcher of the Servant Card 4:
    Crocodile Skin Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Sepulcher of the Servant Card 5:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Sepulcher of the Servant Card 6:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Sepulcher of the Servant Card 7:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Sepulcher of the Servant Card 8:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.


  • Deck Handler

    The hour of Pharasma
    Move to Embalming Parlor.

    Explore:

    Blessing of the Elements:
    Blessing B
    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Reveal Evangelist to add 1.
    Charisma 6: 1d12 + 2 + 1 ⇒ (9) + 2 + 1 = 12 acquired

    Send Object Reading to recovery to examine top 3 cards of location:
    Wand of Scorching Ray (I3)
    Void Glyph (Barrier 1 - TRIGGER)

    Reveal Evangelist to add 1. Discard BoMilani to double bless.
    Wisdom 8+#=11: 3d6 + 1 ⇒ (3, 5, 4) + 1 = 13 success
    Continue examining:
    Lightning Touch (S0)
    Put Wand on top, then Lightning Touch, then Void Glyph.

    Discard Valet to explore:

    Wand of Scorching Ray:
    Item 3
    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Valet adds 1d6. Evangelist adds 1.
    Arcane 8: 1d12 + 4 + 1d6 + 1 ⇒ (4) + 4 + (5) + 1 = 14 acquired

    Discard BoAchaekek to explore:

    Lightning Touch:
    Spell C
    Traits
    Magic
    Arcane
    Attack
    Electricity
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Auto-acquired with Arcane.

    Discard BoMilani to explore:

    Void Glyph:
    Barrier 1
    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

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

    Recharge BotElements to bless, reveal Evangelist.
    Arcane 6+##=12: 2d12 + 4 + 1 ⇒ (5, 1) + 4 + 1 = 11 Paizo re-roll the 2nd d12
    Arcane 6+##=12: 5 + 1d12 + 4 + 1 ⇒ 5 + (8) + 4 + 1 = 18 defeated

    End turn. Auto-fail recharge of Object Reading. Reset hand and discard Lightning Touch to draw Object Reading.

    Lem wrote:

    Hand: Object Reading, Lightning Bolt, Cure, Quick Change Mask, Evangelist, Blessing of Maat, Wand of Scorching Ray (acq),

    Displayed:
    Deck: 9 Discard: 5 Buried: 0
    Current Location: Embalming Parlor
    Unused Hero Points: // Lem has the following scourges marked:
    Curse of Vulnerability:
    While Marked:
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

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

    "O, wretches! You stand helpless before me!"


    NOTES:
    Available Support: Blessings available. Lem can recharge a card to add 1d4+2 to a local check.
    Other: Dice Re-Roll Used for Rnd 3?: Y

    At the start of Kyra's turn, send Cure to recovery to heal Lem: 1d4 + 1 ⇒ (1) + 1 = 2 Lightning Touch & BoAchaekek.

    Send Object Reading to recovery to examine the top 3 cards of EP:
    Sun Falcon (M1)
    Osirion History Guide (I0)
    Curse of Daybane (Scourge 0)

    Leave Sun Falcon on top, then Scourge, then Item.
    Cure - Divine 8: 1d12 + 4 + 2 ⇒ (9) + 4 + 2 = 15 recharged
    Object Reading - Divine 11: 1d12 + 4 + 2 ⇒ (3) + 4 + 2 = 9 discarded


    Character Sheet

    Turn 4: The hour is Blessing of the Elements
    .
    .
    .
    .

    Move to Sepulcher of the Servant

    Free exploration: Scarab Swarm
    Staff of Dark Flame, Blessing of Sarenrae
    Combat 6+6=12: 1d10 + 3 + 1d6 + 1 + 1d10 + 4 ⇒ (9) + 3 + (3) + 1 + (7) + 4 = 27
    Success
    Defeated

    Discard Blessing of the Qi Zhong to explore: Blessing of Nethys
    Divine 5: 1d10 + 4 ⇒ (9) + 4 = 13
    Success
    Acquired

    Discard Blessing of Nethys to explore: Curse of the Mummy
    Suffer Curse of the Mummy
    Attempting to close
    Suffer Curse of the Withering
    Closed

    Its examining time, which should be successful.

    After all that, I'll end my turn.
    Recharge Helm of Telepathy

    Kyra wrote:

    Hand: Staff of Dark Flame, Create Mindscape, Restorative Touch, Augury, Shroud Cloak, Binder's Tome, Evangelist,

    Displayed:
    Current Location: Sepulcher of the Servant

    Kyra has the following scourges marked:

    Curse of Withering:
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Curse of the Mummy:
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.
    You may only have 1 copy of this card displayed.

    Deck: 10 Discard: 1 Buried: 0
    NOTES:
    Available Support: Anything of mine that helps you, feel free to use.
    Other: Reroll not used.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flaming Scimitar +1, Scimitar, Blessing of Abadar, Coordinated Blast, Blessing of Sarenrae 2, Blessing of Sarenrae 1, Blessing of Milani
    Recharged: Remove Curse, Blessing of Sarenrae 3, Helm of Telepathy,
    Discard Pile: Blessing of Qi Zhong,
    Buried Pile:

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armors, Heavy Armors, ☑Weapons
    POWERS:
    Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 (☑+2) random cards from his discard pile into his deck, then discard the card you revealed.
    If your combat check has the Sword trait, add 2 (☑ 4) and you may add the Magic (☐ and Fire) trait to it.
    ☑ If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard (☐ or recharge) a card to immediately explore again.
    ☐ You automatically succeed at your check to acquire a weapon (☐ or a spell).
    ☑ When you play Blessing of Sarenrae, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.


    Deck Handler

    Lem examines a Monster 1 at Embalming Parlor.
    Scourge: 1d10 ⇒ 3 Vulnerability - banished since Lem already has one displayed.

    Lem wrote:

    Hand: Lightning Bolt, Quick Change Mask, Evangelist, Blessing of Maat, Wand of Scorching Ray (acq),

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Current Location: Embalming Parlor
    Unused Hero Points: // Lem has the following scourges marked:
    Curse of Vulnerability:
    While Marked:
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

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

    "O, wretches! You stand helpless before me!"


    NOTES:
    Available Support: Blessings available. Lem can recharge a card to add 1d4+2 to a local check.
    Other: Dice Re-Roll Used for Rnd 3?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Scrying, Blessing of Erastil, Blessing of Achaekek, Detect Thoughts, Swipe, Sorrowsoul, Blessing of the Elements (acq), Singer's Solution, Deathbane Light Crossbow +1, Lightning Touch (acq), Blessing of Abadar
    Recharged: Cure,
    Discard Pile: Blessing of Milani (1), Valet, Object Reading, Blessing of Milani (2),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Knowledge: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d12 ☑ +1 ☑ +2
    Arcane: Charisma +2
    Diplomacy: Charisma +2
    Divine: Charisma +2

    Favored Card Type: Spell
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Divine, Instrument, Light Armor
    POWERS: Tent Preacher Role Card
    At the start of your turn ([X] and after you reset your hand), you may discard 1 spell then add 1 spell from your discard pile to your hand.
    You may recharge a card to add 1d4 ([X] +1) ([X] +2) (□ +3) to a check by another character at your location. If the recharged card has the Healing trait, recharge a random card from your discard pile.
    [X] Add 2 (□ 4) to your check to recharge (□ or acquire) a spell that has the Divine trait.
    □ When you play a blessing on a non-combat Wisdom or Charisma check, you may add a d12 in place of the normal die.
    □ You may recharge a spell that has the Divine trait to draw a card.
    □ When you would recharge a card, you may shuffle it into your deck instead.

    Silver Crusade RPG Superstar 2014 Top 16

    Lini examines a Torch at Ghoul Square.
    scourge: 1d10 ⇒ 2 Curse of Poisoning, that's fine.

    Scarab Sages

    deck handler Elf rogue

    Merisiel examines khamsin coat at the scorched ruins

    scourge: 1d10 ⇒ 6

    Curse of Withering

    Build that ruined temple


    During This Adventure: The Ruins of Bonekeep

  • The scourge die is 1d10.

    During This Scenario: Round 3: The Wakening Tomb

    STORY BANES:

  • Villain: None
  • Henchmen: Curse of Poisoning, Curse of Vulnerability, Curse of Dayname, Curse of the Ravenous, Curse of Blindness, Curse of the Mummy

    DURING THIS SCENARIO:

  • Create characters as described in the Character Creation sidebar, then each character gains a role card and 2 power feats.
  • When you encounter a scourge, suffer it, then you may attempt to close the location it came from.
  • When you close a location, each other character may suffer a scourge to examine the top card of 1 character deck or location deck; if all 3 characters examined cards with different adventure deck numbers, summon and build the location Ruined Temple and shuffle the villain Taxxak into it.
  • If the Garden of Symmetry is closed, when you would explore it, you may instead attempt a Strength 10 check or Combat 30 check; if you succeed, each character at that location moves to another location, then banish the Garden of Symmetry.
  • To win, defeat and corner Taxxak.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

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

    Monster 2
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 3
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Monster 4
    Spoiler:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

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

    Monster 5
    Spoiler:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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

    Barrier 2
    Spoiler:
    Dry Quicksand
    Barrier C

    Traits
    Trap
    Elite

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    9

    Powers
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Barrier 3
    Spoiler:
    The Third Law
    Barrier 1

    Traits
    Curse
    Law
    Elite
    Trigger

    Check
    None

    Powers
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closing, before closing, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    Barrier 4
    Spoiler:
    Poison Blade Trap
    Barrier B

    Traits
    Trap
    Poison
    Slashing
    Elite

    Check
    Dexterity
    Acrobatics
    5
    OR
    Disable
    Knowledge
    7

    Powers
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Barrier 5
    Spoiler:
    Stabbing Spear Staircase
    Barrier 1

    Traits
    Obstacle
    Trap
    Piercing
    Elite

    Check
    Disable
    Perception
    6
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may explore again.
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Spelldagger
    Weapon C

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Arcane
    4

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.

    Weapon 2
    Spoiler:
    Frost Sling +1
    Weapon 1

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    6

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

    Weapon 3
    Spoiler:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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 rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 4
    Spoiler:
    Shotel
    Weapon B

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Elite

    Check
    Strength
    Melee
    7

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5
    Spoiler:
    Twin Serpent Quarterstaff
    Weapon C

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Nethys
    Elite

    Check
    Strength
    Melee
    Arcane
    9

    Powers
    For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.

    Random Spells:
    Spell 1
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. 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.

    Spell 2
    Spoiler:
    Immolate
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    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.

    Spell 3
    Spoiler:
    Acid Jet
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    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.

    Spell 4
    Spoiler:
    Remove Curse
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    6

    Powers
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Spell 5
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Crocodile Skin Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Armor 2
    Spoiler:
    Alchemist's Shield
    Armor 2

    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

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

    Armor 3
    Spoiler:
    Filter Hood
    Armor B

    Traits
    Accessory
    Light Armor
    Elite

    Check
    Constitution
    Fortitude
    4
    OR
    Intelligence
    Craft
    Survival
    6

    Powers
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

    Armor 4
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Armor 5
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

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

    Random Items:
    Item 1
    Spoiler:
    Mumia
    Item 2

    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

    Powers
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Item 2
    Spoiler:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Item 3
    Spoiler:
    Key of the Second Vault
    Item C

    Traits
    Object
    Magic
    Abadar

    Check
    Disable
    Perception
    Arcane
    Divine
    10

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

    Item 4
    Spoiler:
    Crowbar
    Item B

    Traits
    Tool
    Basic

    Check
    Strength
    3

    Powers
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier 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.

    Item 5
    Spoiler:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    9

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

    Random Allies:
    Ally 1
    Spoiler:
    Tomb Raider
    Ally C

    Traits
    Human
    Rogue
    Basic

    Check
    Charisma
    Diplomacy
    Acrobatics
    4

    Powers
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

    Ally 3
    Spoiler:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Ally 4
    Spoiler:
    Embalmer
    Ally C

    Traits
    Human
    Hireling
    Basic

    Check
    Charisma
    Diplomacy
    Craft
    5

    Powers
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Basif Iosep
    Ally 2

    Traits
    Half-Elf
    Shopkeeper

    Check
    Charisma
    Diplomacy
    6

    Powers
    At the start of your turn, recharge this card to draw 2 cards.
    Discard this card to explore your location.

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 2
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessing 3
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 4
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessing 5
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Turn: 5 Lini/Tyler

    Top of Blessing Discard Pile: Blessing of the Elements

    Top Blessing:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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


    Blessings Remaining: 25
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 2 (Turn 7 Lem)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Blessings Deck Card 3 (Turn 8 Valeros)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 4 (Turn 9 Lini)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 10 Merisiel)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 6 (Turn 11 Lem)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 7 (Turn 12 Valeros)
    Spoiler:
    Blessing of Nethys
    Blessing C

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 13 Lini)
    Spoiler:
    Blessing of Ra
    Blessing C

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 9 (Turn 14 Merisiel)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 10 (Turn 15 Lem)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 11 (Turn 16 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 12 (Turn 17 Lini)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 13 (Turn 18 Merisiel)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 14 (Turn 19 Lem)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 15 (Turn 20 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 16 (Turn 21 Lini)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 17 (Turn 22 Merisiel)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 18 (Turn 23 Lem)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 19 (Turn 24 Valeros)
    Spoiler:
    Blessing of the Elements
    Blessing C

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 20 (Turn 25 Lini)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 21 (Turn 26 Merisiel)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 22 (Turn 27 Lem)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 23 (Turn 28 Valeros)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 24 (Turn 29 Lini)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 25 (Turn 30 Merisiel)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Lem,

    Embalming Parlor Card 1 - Sun Falcon:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Embalming Parlor Card 2 - Curse of Daybane:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

    You may only have 1 copy of this card displayed.

    Embalming Parlor Card 3 - Osirion History Guide:
    Osirion History Guide
    Item B

    Traits
    Book
    Basic

    Check
    Intelligence
    Wisdom
    Knowledge
    3

    Powers
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Embalming Parlor Card 4:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Embalming Parlor Card 5:
    Alchemical Gas
    Barrier C

    Traits
    Obstacle
    Acid
    Elite

    Check
    Intelligence
    Disable
    Craft
    7

    Powers
    If undefeated, display this barrier next to the location deck.
    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.

    Embalming Parlor Card 6:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Forgery of Ra
    At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
    When Closing: You are dealt 1d6 Fire damage.
    When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
    M:2 Ba:3 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1

    Forgery of Ra Card 1:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

    Powers
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Forgery of Ra Card 2:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Forgery of Ra Card 3:
    Telekinesis Trap
    Barrier 2

    Traits
    Trap
    Arcane
    Magic
    Elite

    Check
    Arcane
    Divine
    12
    OR
    Constitution
    Disable
    9

    Powers
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 9 check to banish this card.

    Forgery of Ra Card 4:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.

    Forgery of Ra Card 5:
    Kopis
    Weapon B

    Traits
    Knife
    Ranged
    Slashing
    Basic

    Check
    Dexterity
    Ranged
    5

    Powers
    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 rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Forgery of Ra Card 6:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Forgery of Ra Card 7:
    Crocodile Skin Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Forgery of Ra Card 8:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

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

    Forgery of Ra Card 9:
    Tarworks Master
    Ally B

    Traits
    Dwarf

    Check
    Craft
    Charisma
    Diplomacy
    10

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

    Forgery of Ra Card 10:
    The Evil Eye
    Barrier C

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

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

    Garden of Symmetry
    At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Lini,

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1

    Ghoul Square Card 1 - Torch:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    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.

    Ghoul Square Card 2:
    Bonecrusher Wizard
    Monster B

    Traits
    Gnoll
    Wizard
    Elite
    Trigger

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it; its 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.

    Ghoul Square Card 3:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Ghoul Square Card 4:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Check
    Strength
    Intelligence
    Wisdom
    4

    Powers
    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.

    Ghoul Square Card 5:
    Carrion Golem
    Monster 2

    Traits
    Construct
    Golem
    Elite

    Check
    Combat
    14

    Powers
    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.

    Ghoul Square Card 6:
    Curse of Blindness
    Scourge 3

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.

    Ghoul Square Card 7:
    Echoes of Confusion
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Stealth
    Perception
    Charisma
    Diplomacy
    8

    Powers
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Ghoul Square Card 8:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    OR
    Craft
    Knowledge
    5

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

    Ghoul Square Card 9:
    Grave Goods
    Barrier 3

    Traits
    Trigger
    Cache
    Curse

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Ghoul Square Card 10:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

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

    Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M:2 Ba:3 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1

    Scorched Ruins Card 1 - Khamsin Coat:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Scorched Ruins Card 2:
    Flask Thrower
    Weapon 2

    Traits
    Sling
    Ranged
    Bludgeoning
    Elite

    Check
    Dexterity
    Ranged
    8

    Powers
    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 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.

    Scorched Ruins Card 3:
    Holy Light
    Spell B

    Traits
    Magic
    Divine
    Attack
    Elite

    Check
    Wisdom
    Divine
    8

    Powers
    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, 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.

    Scorched Ruins Card 4:
    Hepsushep
    Barrier 2

    Traits
    Obstacle
    Lamia
    Elite

    Check
    Stealth
    Charisma
    Diplomacy
    8
    OR
    Combat
    15

    Powers
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Scorched Ruins Card 5:
    Armored Kilt
    Armor C

    Traits
    Clothing
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Scorched Ruins Card 6:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Scorched Ruins Card 7:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. Blessings

    2. Allies
    3. Spells and weapons
    4. Items

    You may only have 1 copy of this card displayed.

    Scorched Ruins Card 8:
    Enchanter
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Scorched Ruins Card 9:
    Final Nights
    Barrier 1

    Traits
    Curse
    Undead
    Trigger
    Elite

    Check
    Wisdom
    Intelligence
    Charisma
    Diplomacy
    7

    Powers
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

    Scorched Ruins Card 10:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Sepulcher of the Servant
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Merisiel, Kyra

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
    Notes: villain

    Ruined Temple Card 1:
    Lightning Storm
    Barrier C

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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

    Ruined Temple Card 2:
    Taxxak
    Villain Monster 3

    Traits
    Trigger
    Undead
    Vampire
    Ratfolk

    Check
    Combat
    22

    Powers
    When you examine or encounter this card, if any other location is open, Taxxak is evaded; shuffle him into a random other open location deck.
    Taxxak is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by 2 for each scourge displayed next to your character. If the check has the Attack trait, the difficulty is increased by 4. If the item Mind Crystal is displayed, the difficulty is decreased by 3. If the item Nexus Crystal is displayed, the difficulty is decreased by 3.

    Ruined Temple Card 3:
    Acid Jet
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    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.

    Ruined Temple Card 4:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Ruined Temple Card 5:
    Shasalqu
    Monster 1

    Traits
    Animal
    Cold
    Elite

    Check
    Combat
    9

    Powers
    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.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Ruined Temple Card 6:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Ruined Temple Card 7:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Ruined Temple Card 8:
    Flash Freeze
    Item B

    Traits
    Liquid
    Cold
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

    Ruined Temple Card 9:
    Crocodile Skin Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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 to 0. If proficient with light armors, bury it instead.

    Ruined Temple Card 10:
    Clinging Venom
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

  • Silver Crusade RPG Superstar 2014 Top 16

    Start of my turn, I'm at a closed location so I can examine the top of my deck, finding Aspect of the Bat. I'll draw that. I'll also trade Cauterize for Thylacine from my discards.

    I'll try to banish the Garden. I'll banish the Fire Lance, recharge my Shock Lizard, and play Blessing of Gozreh. Also requesting Staff of Dark Flame from Kyra.
    staff reduces: 1d6 + 1 ⇒ (5) + 1 = 6
    Combat 30-6=24: 4d8 + 1d4 + 1d8 ⇒ (5, 7, 4, 3) + (3) + (1) = 23 LOL. Requesting Lem's Blessing of Maat to add 3 to that.

    The Garden of Symmetry banishes, and i'll move to the Embalming Parlor.
    Since Lem has 5 in discards now, I'll heal him.
    heals: 1d4 + 1 ⇒ (4) + 1 = 5 divine: 1d10 + 5 ⇒ (9) + 5 = 14 recharged.

    random card recharge poisoned: 1d6 ⇒ 5 Vulture gets recharged.

    "

    Lini (Menhir Savant) wrote:

    Hand: Mastiff, Aspect of the Bat, Thylacine, Wintervine, Blessing of Achaekek,

    Displayed: Curse of Vulnerability, Curse of Poisoning,
    Deck: 13 Discard: 3 Buried: 1
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.
    Other: Lini Deck Handler

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Reed Moccasin, Blessing of Gorum, Angelstep, Giant Weasel, Divine Blaze, Blessing of the Green Faith, Mind Crystal
    Recharged: Mammoth Hide Armor, Armored Kilt, Shock Lizard, Raven, Cure, Vulture,
    Discard Pile: Cauterize, Snow Leopard, Blessing of Gozreh,
    Buried Pile: Charm Animal,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Divine
    POWERS:
    At the start ([X] or end) of your turn, you may exchange a card in your hand for an ally that has the Animal trait in your discard pile.
    For your combat check, you may display an ally that has the Animal trait to use your Survival skill + 1d6. If you succeed at the check, recharge the displayed card; otherwise bury ([X] or discard) it.
    When a character attempts a check to close your location, add 2 (☐ 4).
    [X] When you are at a closed location, instead of the first exploration of your turn, you may recharge a spell to allow each other character to recharge a random card from his discard pile.
    ☐ At the end of your turn, if you are at a closed location, you may move to another closed location.
    [X] At the start of your turn, if you are at a closed location, you may examine the top card of your deck, then recharge it or put it into your hand.
    ☐ When you are at a closed location, reduce damage dealt to you to 0.

    "

    Scarab Sages

    deck handler Elf rogue

    Merisiel finds it is the hour of the ancients and heads to the parlour

    fights the sun falcon

    reveal crossbow and ring of elemental command to add cold trait

    combat 11: 1d10 + 2d8 + 6 ⇒ (2) + (1, 1) + 6 = 10

    shirt reroll on a d8

    combat 11: 1d8 + 9 ⇒ (2) + 9 = 11

    "

    Merisiel Crackshot wrote:

    Hand: Gem of Physical Prowess, Deathbane Light Crossbow +1, Ring of Elemental Command, chakram, Ring of Maniacal Devices,

    Displayed: Curse of withering,
    Deck: 13 Discard: 1 Buried: 0
    shirt reroll used
    NOTES:
    Available Support: Can discard ring of maniacl devices to add d4 to a distant combat check d8 if vs undead

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shy Ratani, Blessing of Abadar 1, Helpful Haversack, Frost Longbow +1, Blessing of Norgorber 1, Old Salt, Liquid Blade, Steel Ibis Lamellar, Shock Longbow +1, Blessing of Norborger 2, Find Traps, Blessing of abadar 2
    Recharged: Silver Balladeer,
    Discard Pile: Blessing of Erastil,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d8 ☐ +1 ☐ +2
    acrobatics Dexterity +2
    Ranged Dexterity +2
    Stealth Dexterity +2

    Crack Shot
    Favored Card: Item
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    light Armours Weapons
    POWERS:
    You may evade your encounter
    If you are the only character at your location you may recharge a card to add 1d6+2 (☐+3) to your combat check
    For your combat check that has the Ranged trait, you may use a d10 (X or a d12) for your Strength die.
    When you would discard a weapon that has the Bow (☐ or Ranged) trait for its power, you may instead discard another card.

    "

    1 to 50 of 191 << first < prev | 1 | 2 | 3 | 4 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [PACG] 2018 Open - The Ruins of Bonekeep [MorkXII] (2) All Messageboards

    Want to post a reply? Sign in.