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Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,
Out of turn updates
Hour = 1 NokNok/Matsu_Kurisu: Hourglass Card 1 NokNok/Matsu_Kurisu
Blessing of Wadjet
Start of Turn
At: Golden Lake: M:2 B:2 W:0
Give: No
Move: No
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
Free explore = 1: Burglar's Buckler, Armor 1: Fortitude 6
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
Scenario difficulty increase: 4 + 1d6 ⇒ 4 + (2) = 6
Fortitude 1d10+1+2, discard Orison +1d10
Fortitude 12(6+6): 1d10 + 1 + 2 + 1d10 ⇒ (2) + 1 + 2 + (10) = 15 Acquired & Displayed
Discard Blessing of the Spy, explore +1d = 2: Embalming Fluid, Item 1: Intelligence 7
Liquid
Cold
Poison
Alchemical
To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Scenario difficulty increase: 4 + 1d6 ⇒ 4 + (2) = 6
Intelligence 1d4, Blessing of the Spy +1d4, (#Monsters +1d4) +2+1d4
Intelligence 13(7+6): 1d4 + 1d4 + 2 + 1d4 ⇒ (3) + (4) + 2 + (2) = 11 Banished
End of Turn
Recovery
Reset
Recharge
Discard
Draw Blessing of Abadar, Shock Kukri
Summary
Location = Golden Lake: (3-10)
Acquired = 1: Burglar's Buckler
Banished = 2: Embalming Fluid
Examined =
Added =
Displayed = 1: Burglar's Buckler
Added =
Displayed =
From Box =
Give =
Used =
Other =
"
Hand: Blessing of Abadar, Shock Kukri, Mouse, Menacing Backsword +1, td Stained Glass Elemental,
Displayed:
Deck: 9 Discard: 3 Buried: 1
Hero Points: 3
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
~ When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Zetha - WilderRedbeard |

Off turn: Send Good Omen to recovery for Kasmir's check.
Good Omen - Arcane 8: 1d10 + 3 ⇒ (6) + 3 = 9 recharged
Start of turn: The hour of Elements
Draw two new monsters from the box: Rukh (M3) & Enchanter (M0).
Remain at Tooth & Hookah.
Display Cockroach Coat.
Explore:
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Display Eloquence. Banish Enchanter to use Stealth. CC adds 1d4.
Diplomacy (Stealth) 10+9=19: 1d10 + 5 + 1d4 + 3 ⇒ (5) + 5 + (1) + 3 = 14 failed, banished
Discard Metamorph to explore:
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Banish Rukh to use Stealth. CC adds 1d4. Discard BoPharasma to bless.
Constitution (Stealth) 10+5=15: 2d10 + 5 + 1d4 ⇒ (10, 8) + 5 + (2) = 25 acquired
Display Reed Snake Armor next to the scenario.
End turn. Attempt recovery:
Eloquence - Arcane 8: 1d10 + 3 ⇒ (4) + 3 = 7 discarded
Reset hand.
Hand: Invisibility (c), Staff of Minor Healing, Bound Imp, Blessing of Abadar, Blessing of the Spy, Disable Mechanism (loot),
Displayed: Ahtez (Cohort), Cockroach Coat,
Deck: 6 Discard: 4 Buried: 1
Current Location: Tooth and Hookah
Unused Hero Points: 1
NOTES:
Available Support: Eloquence, Disable Mechanism, Good Omen & Blessing available.
Other: Dice Re-Roll Used for 3C?: N
Reloaded:
Middle of Deck (Unknown Order): Stone Skin, Dreamstalker
Recharged: Quick-Change Mask, Slip, Augury (tr), Good Omen (c),
Discard Pile: Blessing of the Gods, Metamorph, Blessing of Pharasma, Eloquence,
Buried Pile: Create Spiked Pit,
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X2] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X1] or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).
Traits: Outsider, Eidolon, Arcane, Veteran
Powers:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
Additional Rules:
2/4 Henchmen displayed.
6/8 Boons displayed.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Divine Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check. After you act, shuffle an ally and blessing from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Disable Stealth 12
You may bury any number of boons; for each card buried, add 1d4 to your check. After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Arcane Survival 12
You may bury any number of items and spells; for each card buried, add 1d8 to your check. After you act, shuffle an item and spell from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Melee Ranged Fortitude 12
You may bury any number of armors and weapons; for each card buried, add 1d8 to your check. After you act, shuffle an armor and weapon from the box into your location deck. If defeated, display this card next to the scenario.
Scenario Level (#): 3
Turn: 9, Aric/Gimry
Monsters
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
MM
Monster 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on the check to defeat.
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
Barriers
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Weapons
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
MM
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
Spells
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
Undead
To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead
To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Armors
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Items
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically 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.
MM
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis
To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade a monster you encounter that has the Undead trait.
MM
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
MM
Item 2
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
Allies
MM
Ally 2
Traits:
Half-Elf
Shopkeeper
Aspis
To Acquire:
Charisma Diplomacy 6
At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
Discard this card to explore your location.
MM
Ally 1
Traits:
Half-Elf
Fighter
To Acquire:
Melee
Charisma
Diplomacy 9
If you fail to acquire this card, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check by a character at your location.
Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison
To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
Blessings
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Current Hour:
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hours Remaining: 21
Hourglass
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
The Exchange's Favor
None
Favor 3
Traits:
When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number.
While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
MM
Blessing C
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
MM
Blessing C
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #1: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None
None
Henchman 3
Type: Barrier
Traits:
Cache
Aritocrat
To Defeat:
Melee
Ranged
Fortitude 12
You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.
After you act, shuffle an armor and weapon from the box into your location deck.
If defeated, display this card next to the scenario.
MM
Item 2
Traits:
Accessory
Magic
Mummy
To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: NokNok/Matsu_Kurisu, Corrosion (reloaded)
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.
None
Henchman 3
Type: Barrier
Traits:
Cache
Aritocrat
To Defeat:
Divine
Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
After you act, shuffle an ally and blessing from the box into your location deck.
If defeated, display this card next to the scenario.
Location #3: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: Aric/Gimry, Kasmir/Bigguyinblack,
MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
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 in any order.
At the start 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.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #4: Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Zetha/WilderRedbeard, Telekinesis Trap (shuffled)
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

Aric - Gimry |

========================
Aric starts his turn.
Hour: Blessing of the Ancients
Hour Power:No effect.
Location: Pleasure Barge
Location Power:When you fail to acquire an ally, you are dealt 1d4 Poison damage.
Adventure Powers:
Scenario Powers:
Start of Turn: Switch to Red Raven
End of Move Examine - Druid of the Storm
After Examine: Switch to Aric
MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Difficulty increase: 4 + 1d6 ⇒ 4 + (6) = 10
Diplomacy 19(9+10): 1d10 + 6 + 3 + 1d10 ⇒ (5) + 6 + 3 + (5) = 19
Diplomacy - 1d10+6
Acessory/Clothing - 3
Blessed - 1d10
Discard my Ancients to bless
Display my Blessing of the Ancients near the scenario
Acquiring a boon lets me examine - Favorable Reception
Recharge Psych to examine/explore
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
Diplomacy 9(6+3): 1d10 + 6 + 3 ⇒ (8) + 6 + 3 = 17
Diplomacy - 1d10+6
Acessory/Clothing - 3
Display next to scenario
I could get used to this barge. With Rivani coming over and taking care of all the nasty things, that leaves me to just enjoy the uh scenery.
One particular druid catches my eye, and she and I hit it off pretty well. Wanting to get to know her even better, I have Psych setup a reception in my honor. The party goes deep into the night as the druid and I continue to enjoy the night air.
"
Hand: Menacing Backsword +1, Shadowless Sword, Mask of the Red Raven, Hypnotist's Locket, Neferekhu, Druid of the Storm,
Displayed:
Current Location: Pleasure Barge
Kit: Lockpick Shield, Scorpion Whip, Blessing of Zon-Kuthon,
Deck: 12 Discard: 0 Buried: 0
NOTES:
Other: Paizo Re-Roll Used for 4-3C? N
Hero Points: 3
Middle of Deck (Unknown Order): Bob (Dandy Brute), Quick-Change Mask, Fencer, Marianix Karn, Vreva Jhafae, Red Leathers, Lookout, Sorrowsoul, Thieves' Tools
Recharged: Blessing of the Spy, Captain's Cutlass, Psych (Psychic Detective),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
End of Turn Summary
Acquired Card 1 of the Barge (Displayed my Ancients)
Defeated Card 2 of the Barge (Displayed next to scenario)

Kasmir the Kind |

Blessing of Bastet in effect. Use Helpful Haversack to examine the top card of my deck: Bound Imp (Core). Discard Helpful Haversack to draw it. Recharge Staff of Minor Healing (Core) to heal for 1. Send Bound Imp (Core) to recovery to draw 2 cards: Staff of Minor Healing (Core) and Game of Afterlife. Recharge Staff of Minor Healing (Core) to heal for 1.
Cast Locate Object (Core). Card 3 Lightning Bolt. Encounter it.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
difficulty increase: 1d6 ⇒ 6
arcane 8 +4 +6 aided by Favorable Reception: 1d10 + 1d6 + 5 ⇒ (3) + (6) + 5 = 14
send Game of Afterlife to recovery to reroll the 3: 1d10 ⇒ 7
18 succeeds. Display Lightning Bolt by the scenario. Take my free explore.
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
difficulty increase: 1d6 ⇒ 3
charisma 11 +4 +3 aided by Favorable Reception, discarding The Foreign Trader to bless and add my intelligence die: 2d8 + 1d6 + 1d10 ⇒ (6, 8) + (1) + (6) = 21
Kasmir ends their turn.
Kasmir attempts to recover all cards in their Recovery pile.
Bound Imp (Core): Arcane 8: 1d10 + 5 ⇒ (10) + 5 = 15 -> Bound Imp (Core) recharged.
Locate Object (Core): Arcane 8: 1d10 + 5 ⇒ (5) + 5 = 10 -> Locate Object (Core) recharged.
Game of Afterlife: Int 8: 1d10 + 3 ⇒ (1) + 3 = 4 -> Game of Afterlife buried.
Kasmir resets their hand.
Hand: Sedja, Chain Lightning (Core), Leech, Mahga Threefingers, Azaz Arafe and Zazu, Good Omen (Core), Blessing of the Elements, Ring of Protection (Core),
Displayed: Daji, Lightning Bolt (Core), Symbol of Pain, Frost Ray (Core), Lightning Bolt,
Deck: 8 Discard: 1 Buried: 2
"Current Location: Pleasure Barge
Hero Points: 4"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Unused
Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): The Marriage, Imp, Helpful Haversack, Cure, Staff of Minor Healing (Core), Chain Lightning
Recharged: Bound Imp (Core), Locate Object (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Knowledge Intelligence +2"
"Perception Wisdom +2"
Daji: Arcane: Intelligence +2
Daji: Craft: Intelligence +2
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane, Healing
POWERS:
At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
[x] At the start of your turn, you may discard a spell to draw a spell that has the Healing (☐ or Mental or Poison) trait from your discard pile.
Pleasure Barge Card 3 displayed next to scenario. Card 4 acquired.

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
Additional Rules:
2/4 Henchmen displayed.
8/8 Boons displayed!
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Divine Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check. After you act, shuffle an ally and blessing from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Disable Stealth 12
You may bury any number of boons; for each card buried, add 1d4 to your check. After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Arcane Survival 12
You may bury any number of items and spells; for each card buried, add 1d8 to your check. After you act, shuffle an item and spell from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Melee Ranged Fortitude 12
You may bury any number of armors and weapons; for each card buried, add 1d8 to your check. After you act, shuffle an armor and weapon from the box into your location deck. If defeated, display this card next to the scenario.
Scenario Level (#): 3
Turn: 11, NokNok/Matsu_Kurisu
Monsters
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
MM
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits.
You may succeed at a Stealth 7 check to evade the Tekenu.
If the check to defeat has the Divine trait, add 1d6.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
Barriers
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
If defeated, you may explore again.
MM
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If undefeated, put this card on top of your location deck.
If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
Weapons
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
Spells
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
Armors
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 2
Traits:
Shield
Offhand
Alchemical
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat 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 that damage type. If proficient with light armors, you may play another armor.
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically 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.
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Banish this card to banish a displayed card that has the Curse trait.
MM
Item 1
Traits:
Accessory
Magic
Healing
To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.
MM
Item 3
Traits:
Trigger
Object
Magic
To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.
Allies
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison
To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
MM
Ally 1
Traits:
Human
Cleric
To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail to acquire this card, discard the top card of the blessings deck.
Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location deck, then you may then explore your location.
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
MM
Ally 3
Traits:
Human
Fighter
To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to automatically acquire it.
Bury this card to recharge any number of blessings that have the Abadar trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.
MM
Ally 3
Traits:
Automaton
To Acquire:
Intelligence
Craft 9
Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon.
Discard this card to explore your location.
Blessings
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Current Hour:
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hours Remaining: 19
Hourglass
The Exchange's Favor
None
Favor 3
Traits:
When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number.
While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
MM
Blessing C
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
MM
Blessing C
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #1: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None
None
Henchman 3
Type: Barrier
Traits:
Cache
Aritocrat
To Defeat:
Melee
Ranged
Fortitude 12
You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.
After you act, shuffle an armor and weapon from the box into your location deck.
If defeated, display this card next to the scenario.
MM
Item 2
Traits:
Accessory
Magic
Mummy
To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: NokNok/Matsu_Kurisu, Corrosion (reloaded)
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.
None
Henchman 3
Type: Barrier
Traits:
Cache
Aritocrat
To Defeat:
Divine
Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
After you act, shuffle an ally and blessing from the box into your location deck.
If defeated, display this card next to the scenario.
Location #3: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Aric/Gimry, Kasmir/Bigguyinblack, Favorable Reception displayed: characters at this location add 1d6 to checks to acquire.
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
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 in any order.
At the start 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.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #4: Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Zetha/WilderRedbeard, Telekinesis Trap (shuffled)
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

![]() |

Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,
Out of turn updates
Hour = 11 NokNok/Matsu_Kurisu: Blessing of the Ancients
Start of Turn
At: Golden Lake: M:2 B:2 W:0
Give: No
Move: No
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
Free explore = 1: Corrosion, Spell 2: Wisdom 7
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Wisdom 1d4. Nope
Discard Mouse, explore, recharge mouse if encounter a barrier = 2: Detect Undead, Spell 1: Wisdom 5
Magic
Divine
To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Wisdom 1d4. Nope
End of Turn
Recovery
Reset
Recharge
Discard
Draw lt Sun Falcon Pectoral
Summary
Location = Golden Lake: (3-8)
Acquired =
Banished = 1: Corrosion, 2: Detect Undead
Examined =
Added =
Displayed =
Added =
Displayed =
From Box =
Give =
Used =
Other =
"
Hand: Blessing of Abadar, Shock Kukri, lt Sun Falcon Pectoral, Menacing Backsword +1, td Stained Glass Elemental,
Displayed:
Deck: 8 Discard: 4 Buried: 1
Hero Points: 3
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
~ When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Zetha - WilderRedbeard |

The hour of The Exchange's Favor
Choose Blessing and draw and AD3 card to encounter (the only ones in the box are BoIsis as far as I know):
Traits: Divine, Isis, Acid
Check to Acquire:
Divine 7
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 any check that invokes the Acid or Construct 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 a random card that has the Magic trait from your discard pile.
Divine (Stealth) 7: 1d10 + 5 + 1d4 ⇒ (10) + 5 + (3) = 18 acquired
Draw two new monsters from the box: Guecubu (M3) & Rukh (M3).
Remain at Tooth & Hookah.
Explore:
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.
Arcane 7+6=13: 1d10 + 3 ⇒ (7) + 3 = 10 banished
Discard BotSpy to explore:
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
Combat 8+##=14: 2d10 + 5 + 3 + 1d4 ⇒ (3, 6) + 5 + 3 + (4) = 21 defeated
Discard BoIsis to explore:
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Banish Rukh to use Stealth. CC adds 1d4.
Diplomacy (Stealth) 6+7=13: 1d10 + 5 + 1d4 ⇒ (6) + 5 + (1) = 12 Paizo re-roll the d4
Diplomacy (Stealth) 6+7=13: 6 + 5 + 1d4 ⇒ 6 + 5 + (1) = 12 failed
Shuffle Neb-at back into Tooth & Hookah per location power.
Discard BoAbadar to explore random top card: 2 + 1d6 ⇒ 2 + (2) = 4:
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
Diplomacy (Stealth) 6+#=9: 1d10 + 5 + 1d4 ⇒ (6) + 5 + (1) = 12 defeated
Display Favorable Reception next to Tooth & Hookah.
Recharge Staff of Minor Healing to heal a random discarded card: Blessing of Abadar.
End turn & reset hand.
Hand: Invisibility (c), Stone Skin, Staff of Minor Healing, Dreamstalker, Blessing of Abadar, Disable Mechanism (loot),
Displayed: Ahtez (Cohort), Cockroach Coat,
Deck: 4 Discard: 6 Buried: 1
Current Location: Tooth and Hookah
Unused Hero Points: 1
NOTES:
Available Support: Stone Skin, Disable Mechanism & Blessing available.
Other: Dice Re-Roll Used for 3C?: Y
Reloaded:
Middle of Deck (Unknown Order): Slip, Augury (tr), Good Omen (c), Quick-Change Mask
Recharged:
Discard Pile: Blessing of the Gods, Metamorph, Blessing of Pharasma, Eloquence, Blessing of the Spy, Blessing of Isis (acq),
Buried Pile: Create Spiked Pit,
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X2] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X1] or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).
Traits: Outsider, Eidolon, Arcane, Veteran
Powers:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.
Turn Summary:
Acquired Blessing of Isis from the box
Drew and banished 2 Monsters from the box: Guecubu and Rukh
Banished T&H Cards 1 & 2
Displayed T&H Card 4 (Favorable Reception)
Remainder of Tooth & Hookah shuffled

Aric - Gimry |

========================
Aric starts his turn.
Hour: Blessing of Abadar
Hour Power:No effect.
Location: Pleasure Barge
Location Power:When you fail to acquire an ally, you are dealt 1d4 Poison damage.
Adventure Powers:
Scenario Powers:
Start of Turn: Switch to Red Raven
Move to Glass Pavilion
End of Move Examine - Metasee
After Examine: Switch to Aric
Swap Druid of the Storm with BoZon-Kuthin
[ooc]That's a No-Go for me. I don't actually have the Melee skill, so I don't have any of those skills. I should have stayed at the Barge
Realizing at some point I should get on with my day, I decide to head to the Glass Pavilion only to spy a Metasee - whatever that is. It's definitely not something I can handle alone, so I'll wait for someone else to take care of it while I sun myself in the tower.
"
Hand: Menacing Backsword +1, Shadowless Sword, Mask of the Red Raven, Hypnotist's Locket, Neferekhu, Blessing of Zon-Kuthon,
Displayed:
Current Location: Glass Pavilion
Kit: Lockpick Shield, Scorpion Whip, Druid of the Storm,
Deck: 12 Discard: 0 Buried: 0
NOTES:
Available Support:Blessing of Zon Kuthon double blesses Finesse/Con checks
Other: Paizo Re-Roll Used for 4-3C? N
Hero Points: 3
Middle of Deck (Unknown Order): Red Leathers, Lookout, Bob (Dandy Brute), Thieves' Tools, Sorrowsoul, Fencer, Quick-Change Mask, Marianix Karn, Vreva Jhafae
Recharged: Blessing of the Spy, Captain's Cutlass, Psych (Psychic Detective),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
End of Turn Summary
Examined top card of Glass Pavilion

Kasmir the Kind |

Blessing of Nethys in effect.
Move to Tooth and Hookah.
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
difficulty increase: 1d6 ⇒ 5
dexterity 6 +4 +5 aided by Favorable Reception, revealing Ring of Protection (Core) per scenario: 1d6 + 1d6 + 3 ⇒ (4) + (4) + 3 = 11
Discard Azaz Arafe and Zazu to explore.
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Zetha casts Disable Mechanism.
arcane 12 aided by Disable Mechanism: 1d10 + 2d8 + 5 ⇒ (4) + (7, 6) + 5 = 22
recharge Leech to heal: 1d4 - 1 ⇒ (4) - 1 = 3
Discard Sedja to heal Zetha: 1d4 + 1 ⇒ (3) + 1 = 4
Hand: Chain Lightning (Core), Good Omen (Core), Ring of Protection (Core), Blessing of the Elements, Mahga Threefingers, Cure, Staff of Minor Healing (Core),
Displayed: Daji, Lightning Bolt (Core), Symbol of Pain, Frost Ray (Core), Lightning Bolt,
Deck: 9 Discard: 1 Buried: 2
"Current Location: Tooth and Hookah
Hero Points: 4"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Unused
Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Locate Object (Core), Imp, The Foreign Trader, Leech, Helpful Haversack, Bound Imp (Core), The Marriage, Azaz Arafe and Zazu, Chain Lightning
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Knowledge Intelligence +2"
"Perception Wisdom +2"
Daji: Arcane: Intelligence +2
Daji: Craft: Intelligence +2
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane, Healing
POWERS:
At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
[x] At the start of your turn, you may discard a spell to draw a spell that has the Healing (☐ or Mental or Poison) trait from your discard pile.
Tooth and Hookah cards 5 and 6 banished.
Zetha sends Disable Mechanism to recovery ad heals for 4.

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
Additional Rules:
2/4 Henchmen displayed.
8/8 Boons displayed!
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Divine Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check. After you act, shuffle an ally and blessing from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Disable Stealth 12
You may bury any number of boons; for each card buried, add 1d4 to your check. After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Arcane Survival 12
You may bury any number of items and spells; for each card buried, add 1d8 to your check. After you act, shuffle an item and spell from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Melee Ranged Fortitude 12
You may bury any number of armors and weapons; for each card buried, add 1d8 to your check. After you act, shuffle an armor and weapon from the box into your location deck. If defeated, display this card next to the scenario.
Scenario Level (#): 3
Turn: 15, NokNok/Matsu_Kurisu
Monsters
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Barriers
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane then banish this card.
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Weapons
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Spells
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
MM
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Divine 10
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.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Armor 2
Traits:
Shield
Offhand
Alchemical
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat 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 that damage type. If proficient with light armors, you may play another armor.
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
Items
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
MM
Item 2
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically 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.
MM
Item C
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
Allies
MM
Ally 1
Traits:
Human
Cleric
To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail to acquire this card, discard the top card of the blessings deck.
Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location deck, then you may then explore your location.
MM
Ally 1
Traits:
Half-Elf
Alchemist
Hireling
Aspis
To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison
To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
MM
Ally 3
Traits:
Human
Fighter
To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to automatically acquire it.
Bury this card to recharge any number of blessings that have the Abadar trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.
MM
Ally 2
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Blessings
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Current Hour:
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hours Remaining: 15
Hourglass
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
MM
Blessing C
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #1: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Aric/Gimry, Metasee (henchman, reloaded)
None
Henchman 3
Type: Barrier
Traits:
Cache
Aritocrat
To Defeat:
Melee
Ranged
Fortitude 12
You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.
After you act, shuffle an armor and weapon from the box into your location deck.
If defeated, display this card next to the scenario.
MM
Item 2
Traits:
Accessory
Magic
Mummy
To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: NokNok/Matsu_Kurisu, Corrosion (reloaded)
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.
None
Henchman 3
Type: Barrier
Traits:
Cache
Aritocrat
To Defeat:
Divine
Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
After you act, shuffle an ally and blessing from the box into your location deck.
If defeated, display this card next to the scenario.
Location #3: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Favorable Reception displayed: characters at this location add 1d6 to checks to acquire.
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
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 in any order.
At the start 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.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #4: Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Zetha/WilderRedbeard, Kasmir/Bigguyinblack, Neb-at (shuffled). Favorable Reception displayed: characters at this location add 1d6 to checks to acquire.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

![]() |

Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,
Out of turn updates
Hour = 11 NokNok/Matsu_Kurisu: Blessing of the Ancients
Start of Turn
At: Golden Lake: M:2 B:2 W:0
Give: No
Move: Glass Pavilion: M:2 B:2 W:0
At This Location: At the start of your turn, examine the top card of your location.
Free explore = 1: Metasee, Henchman 3: Fortitude 12
Traits:
Cache
Aritocrat
To Defeat:
Melee
Ranged
Fortitude 12
You may bury any number of armors and weapons; for each card buried, add 1d8 to your check.
After you act, shuffle an armor and weapon from the box into your location deck.
If defeated, display this card next to the scenario.
Fortitude 1d10+1+2, (#barriers+1) +3, Bury weapon(Shock Kukri) +1d8
Fortitude 12: 1d10 + 1 + 2 + 3 + 1d8 ⇒ (4) + 1 + 2 + 3 + (7) = 17 Defeated & displayed
shuffle an armor and weapon from the box into Glass Pavilion:
Recharge lt Sun Falcon Pectoral, explore Top card (2-11,Ar,W): 1d13 ⇒ 1 =
2: Hand of the Guilty Man, Item 2: Wisdom 7
Accessory
Magic
Mummy
To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
Wisdom 1d4, (#Monsters+1d4) +2+1d4
Wisdom 7: 1d4 + 2 + 1d4 ⇒ (4) + 2 + (4) = 10 Acquired
End of Turn
Recovery
Reset
Recharge
Discard
Draw Burglar
Summary
Location = Glass Pavilion (3-11,Ar,W)
Acquired = 2: Hand of the Guilty Man
Banished =
Examined =
Added = shuffle an armor and weapon from the box into Glass Pavilion:
Displayed = 1: Metasee
Added =
Displayed =
From Box =
Give =
Used =
Other =
"
Hand: Blessing of Abadar, ac Hand of the Guilty Man, Burglar, Menacing Backsword +1, td Stained Glass Elemental,
Displayed:
Deck: 8 Discard: 4 Buried: 2
Hero Points: 3
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
~ When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Zetha - WilderRedbeard |

Off turn: Send Disable Mechanism to recovery for Kasmir's check.
Healed for 4: Metamorph, Eloquence, BoPharasma and BoIsis (Thanks, Kasmir!).
Disable Mechanism - Arcane 12: 1d10 + 3 ⇒ (1) + 3 = 4 discarded
Start of turn: The hour of Abadar
Draw two new monsters from the box: Scarab Swarm (M0) & Shasalqu (M1).
Move to Golden Lake.
Explore:
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Discard Dreamstalker to examine the top card Golden Lake:
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
Diplomacy (Stealth) 6+#=9: 1d10 + 5 + 1d4 ⇒ (6) + 5 + (1) = 12 defeated
Display Favorable Reception next to Golden Lake.
Recharge BoAbadar (hour) to explore:
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Discard BotAncients to explore:
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
Banish Shasalqu to evade Shasalqu. Shuffle Golden Lake.
Recharge Staff of Minor Healing to recharge a random discard: BotGods.
End turn & reset hand.
Hand: Invisibility (c), Stone Skin, Eloquence, Quick-Change Mask, Slip, Augury (tr),
Displayed: Ahtez (Cohort), Cockroach Coat,
Deck: 7 Discard: 4 Buried: 1
Current Location: Golden Lake
Unused Hero Points: 1
NOTES:
Available Support: Invisibility, Stone Skin & Eloquence available.
Other: Dice Re-Roll Used for 3C?: Y
Reloaded:
Middle of Deck (Unknown Order): Metamorph, Blessing of Abadar, Blessing of Pharasma, Good Omen (c), Staff of Minor Healing, Blessing of Isis (acq)
Recharged: Blessing of the Gods,
Discard Pile: Disable Mechanism (loot), Dreamstalker, Blessing of the Ancients (acq), Blessing of the Spy,
Buried Pile: Create Spiked Pit,
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X2] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X1] or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).
Traits: Outsider, Eidolon, Arcane, Veteran
Powers:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.
At the start of Aric's turn, send Augury to recovery and name Monster to examine the top 3 cards of Golden Lake:
Card 1: 3 + 1d3 ⇒ 3 + (1) = 4 Shasalqu (M1)
Card 2: 4 + 1d2 ⇒ 4 + (1) = 5 Brain Ooze (M2)
Card 3: Behroud al-Ibrah (Henchman Barrier 3)
Place Shasalqu & Brain Ooze on the bottom of the deck and Behroud al-Ibrah on top.

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
Additional Rules:
3/4 Henchmen displayed.
8/8 Boons displayed!
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Divine Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check. After you act, shuffle an ally and blessing from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Disable Stealth 12
You may bury any number of boons; for each card buried, add 1d4 to your check. After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Arcane Survival 12
You may bury any number of items and spells; for each card buried, add 1d8 to your check. After you act, shuffle an item and spell from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Melee Ranged Fortitude 12
You may bury any number of armors and weapons; for each card buried, add 1d8 to your check. After you act, shuffle an armor and weapon from the box into your location deck. If defeated, display this card next to the scenario.
Scenario Level (#): 3
Turn: 17, Aric/Gimry
Monsters
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
MM
Monster 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on the check to defeat.
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Barriers
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane then banish this card.
Weapons
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
To Acquire:
Strength
Melee
Arcane
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
Spells
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
Armors
MM
Armor 2
Traits:
Clothing
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical
To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
MM
Item 3
Traits:
Accessory
Alchemical
Acid
To Acquire:
Dexterity
Intelligence
Craft 8
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.
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
MM
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
Allies
MM
Ally 1
Traits:
Trigger
Human
Cleric
To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a blessing that has the Pharasma trait to acquire acquire this card.
If you fail to acquire this card, shuffle 3 random monsters from the box into your location deck.
Recharge this card to examine the top 2 cards of any location deck.
Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy checks.
MM
Ally 2
Traits:
Trigger
Caligni
Oracle
To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it into the deck it came from.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
MM
Ally 2
Traits:
Half-Elf
Shopkeeper
Aspis
To Acquire:
Charisma Diplomacy 6
At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
Discard this card to explore your location.
MM
Ally 1
Traits:
Half-Elf
Fighter
To Acquire:
Melee
Charisma
Diplomacy 9
If you fail to acquire this card, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check by a character at your location.
Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.
Blessings
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Current Hour:
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 13
Hourglass
Blessing of Ra
MM
Blessing C
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #1: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Aric/Gimry, NokNok/Matsu_Kurisu,
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zetha/WilderRedbeard, All cards known. Favorable Reception displayed: characters at this location add 1d6 to checks to acquire.
None
Henchman 3
Type: Barrier
Traits:
Cache
Aritocrat
To Defeat:
Divine
Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
After you act, shuffle an ally and blessing from the box into your location deck.
If defeated, display this card next to the scenario.
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.
Location #3: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Favorable Reception displayed: characters at this location add 1d6 to checks to acquire.
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
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 in any order.
At the start 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.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #4: Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Kasmir/Bigguyinblack, Neb-at (shuffled). Favorable Reception displayed: characters at this location add 1d6 to checks to acquire.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Aric - Gimry |

========================
Aric starts his turn.
Hour: Blessing of Nethys
Hour Power:No effect.
Location: Glass Pavilion
Location Power:At the start of your turn, examine the top card of your location deck.
Adventure Powers:
Scenario Powers:
Start of Turn Location Examine - Locate Object
Start of Turn: Stay as Aric
Swap Druid with Shadowless Sword
Doubt anyone cares about a Spell 1
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Scenario: 1d6 + 4 ⇒ (5) + 4 = 9
Int 15 isn't happening
DiscardRecharge Druid to explore again
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
Not getting a min Dex 14 either.
"What is all this junk in here Nok-Nok? Some old papers, a worthless javelin. Junk I say. All of it"
"
Hand: Menacing Backsword +1, Mask of the Red Raven, Hypnotist's Locket, Vreva Jhafae, Neferekhu, Blessing of Zon-Kuthon,
Displayed:
Current Location: Glass Pavilion
Kit: Lockpick Shield, Scorpion Whip, Shadowless Sword,
Deck: 12 Discard: 0 Buried: 0
NOTES:
Available Support:Blessing of Zon Kuthon double blesses Finesse/Con checks
Other: Paizo Re-Roll Used for 4-3C? N
Hero Points: 3
Middle of Deck (Unknown Order): Marianix Karn, Thieves' Tools, Fencer, Bob (Dandy Brute), Quick-Change Mask, Red Leathers, Lookout, Sorrowsoul
Recharged: Blessing of the Spy, Captain's Cutlass, Psych (Psychic Detective), Druid of the Storm,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
End of Turn Summary
Banished top 2 cards of the Pavillion

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
Additional Rules:
3/4 Henchmen displayed.
8/8 Boons displayed!
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Divine Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check. After you act, shuffle an ally and blessing from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Disable Stealth 12
You may bury any number of boons; for each card buried, add 1d4 to your check. After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Arcane Survival 12
You may bury any number of items and spells; for each card buried, add 1d8 to your check. After you act, shuffle an item and spell from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Melee Ranged Fortitude 12
You may bury any number of armors and weapons; for each card buried, add 1d8 to your check. After you act, shuffle an armor and weapon from the box into your location deck. If defeated, display this card next to the scenario.
Scenario Level (#): 3
Turn: 18, Kasmir/Bigguyinblack
Monsters
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
MM
Monster 2
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Barriers
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane then banish this card.
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Weapons
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
Spells
MM
Spell 1
Traits:
Magic
Divine
Undead
To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead
To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Armors
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
Shield
Offhand
To Acquire:
Constitution
Fortitude 6
OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Items
MM
Item 3
Traits:
Accessory
Alchemical
Acid
To Acquire:
Dexterity
Intelligence
Craft 8
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.
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
MM
Item 3
Traits:
Trigger
Object
Magic
To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.
MM
Item 2
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Recharge this card to ignore a power that happens before or after you act on a non-villain bane that has the Undead trait.
Banish this card to banish a displayed card that has the Curse trait.
MM
Item 3
Traits:
Object
Alchemical
Mummy
To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
Allies
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
MM
Ally 3
Traits:
Human
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.
MM
Ally 2
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
MM
Ally 1
Traits:
Human
Cleric
To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail to acquire this card, discard the top card of the blessings deck.
Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location deck, then you may then explore your location.
MM
Ally 1
Traits:
Trigger
Human
Cleric
To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a blessing that has the Pharasma trait to acquire acquire this card.
If you fail to acquire this card, shuffle 3 random monsters from the box into your location deck.
Recharge this card to examine the top 2 cards of any location deck.
Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy checks.
Blessings
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Current Hour:
MM
Blessing C
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 12
Hourglass
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #1: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Aric/Gimry, NokNok/Matsu_Kurisu,
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zetha/WilderRedbeard, All cards known. Favorable Reception displayed: characters at this location add 1d6 to checks to acquire.
None
Henchman 3
Type: Barrier
Traits:
Cache
Aritocrat
To Defeat:
Divine
Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
After you act, shuffle an ally and blessing from the box into your location deck.
If defeated, display this card next to the scenario.
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.
Location #3: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Favorable Reception displayed: characters at this location add 1d6 to checks to acquire.
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
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 in any order.
At the start 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.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #4: Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Kasmir/Bigguyinblack, Neb-at (shuffled). Favorable Reception displayed: characters at this location add 1d6 to checks to acquire.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Kasmir the Kind |

Blessing of Ra in effect.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
NokNok discards Blessing of Abadar.
perception 6 +6 double blessed by Abadar: 3d8 + 2 ⇒ (3, 4, 7) + 2 = 16
Recharge Staff of Minor Healing (Core) to heal for 1.
Hand: Chain Lightning (Core), Good Omen (Core), Ring of Protection (Core), Blessing of the Elements, Mahga Threefingers, Cure, Sedja,
Displayed: Daji, Lightning Bolt (Core), Symbol of Pain, Frost Ray (Core), Lightning Bolt,
Deck: 10 Discard: 0 Buried: 2
"Current Location: Tooth and Hookah
Hero Points: 4"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Unused
Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): The Marriage, Bound Imp (Core), Staff of Minor Healing (Core), Imp, The Foreign Trader, Chain Lightning, Helpful Haversack, Azaz Arafe and Zazu, Leech, Locate Object (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Knowledge Intelligence +2"
"Perception Wisdom +2"
Daji: Arcane: Intelligence +2
Daji: Craft: Intelligence +2
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane, Healing
POWERS:
At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
[x] At the start of your turn, you may discard a spell to draw a spell that has the Healing (☐ or Mental or Poison) trait from your discard pile.
Tooth and Hookah Card 1 banished.
NokNok discards Blessing of Abadar.

![]() |

Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,
Out of turn updates
Discard Blessing of Abadar for Kasmir
Hour = 11 NokNok/Matsu_Kurisu: Blessing of the Ancients
Start of Turn
At: Glass Pavilion: M:2 B:2 W:0
Give: ac Hand of the Guilty Man to Aric
Move: No
At This Location: At the start of your turn, examine the top card of your location. (Glass Pavilion Card 1: Bone Lamellar, Armor 1)
Free explore = 1: Bone Lamellar, Armor 1: Fortitude 6
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Fortitude 1d10+1+2
Fortitude 6: 1d10 + 1 + 2 ⇒ (7) + 1 + 2 = 10 Acquired
Discard Burglar (examine and may explore if boon) = 2: Desert Trapper, Monster B
End of Turn
Recovery
Reset
Recharge
Discard
Draw Sorrowsoul, lt Akhentepi's Armor
Summary
Location = Glass Pavilion (2-9)
Acquired = 1: Bone Lamellar
Banished =
Examined = 2: Desert Trapper
Added =
Displayed =
Added =
Displayed =
From Box =
Give = Hand of the Guilty Man to Aric
Used =
Other =
"
Hand: Menacing Backsword +1, ac Bone Lamellar, td Stained Glass Elemental, Sorrowsoul, lt Akhentepi's Armor,
Displayed:
Deck: 6 Discard: 6 Buried: 2
Hero Points: 3
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
~ When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Zetha - WilderRedbeard |

Augury recovery - Arcane 8: 1d10 + 3 ⇒ (5) + 3 = 8 recharged
The hour of Pharasma
Draw two new monsters from the box: Ghoul (M1) & Guecubu (M3).
Move to Pleasure Barge.
Explore:
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
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 in any order.
At the start 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.
Favorable Reception help: 1d6 ⇒ 2
Banish Ghoul to use Stealth. CC adds 1d4. Reveal Quick-Change Mask to add 1 (scenario power). Send Invisibility to recovery to add 2d10.
Arcane (Stealth) 10+9=19: 3d10 + 5 + 1d4 + 2 + 1 ⇒ (6, 8, 10) + 5 + (4) + 2 + 1 = 36 acquired
Display Blessing of the Spy from discards next to scenario.
Discard Slip to examine top card: Cleric of Nethys (Al2). Auto-fail check for Slip and recharge Cleric of Nethys into location. Then explore:
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Favorable Reception help: 1d6 ⇒ 3
Auto-fail Divine 13 check and banish Blessing.
Banish Guecubu to move to Tooth & Hookah. Reveal Staff of Revelations and recharge Stone Skin to examine the top 2 cards: Library Curator (Al3) & Neb-at (Al1). Leave in that order.
End turn. Attempt recovery:
Invisibility - Arcane 9: 1d10 + 3 ⇒ (3) + 3 = 6 discarded
Reset hand.
Hand: Good Omen (c), Eloquence, Quick-Change Mask, Metamorph, Blessing of Abadar, Staff of Revelations (acq),
Displayed: Ahtez (Cohort), Cockroach Coat,
Deck: 6 Discard: 5 Buried: 1
Current Location: Tooth & Hookah
Unused Hero Points: 1
NOTES:
Available Support: Good Omen, Eloquence, Blessing and Staff of Revelations available.
Other: Dice Re-Roll Used for 3C?: Y
Reloaded:
Middle of Deck (Unknown Order): Staff of Minor Healing, Blessing of Isis (acq), Blessing of Pharasma
Recharged: Blessing of the Gods, Augury (tr), Stone Skin,
Discard Pile: Disable Mechanism (loot), Dreamstalker, Blessing of the Ancients (acq), Slip, Invisibility (c),
Buried Pile: Create Spiked Pit,
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X2] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X1] or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).
Traits: Outsider, Eidolon, Arcane, Veteran
Powers:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
Additional Rules:
3/4 Henchmen displayed.
8/8 Boons displayed!
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Divine Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check. After you act, shuffle an ally and blessing from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Disable Stealth 12
You may bury any number of boons; for each card buried, add 1d4 to your check. After you act, choose a type of boon other than loot and shuffle a boon of that type from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Arcane Survival 12
You may bury any number of items and spells; for each card buried, add 1d8 to your check. After you act, shuffle an item and spell from the box into your location deck. If defeated, display this card next to the scenario.
Henchman
Type: Barrier
Traits: Cache Aritocrat
To Defeat: Melee Ranged Fortitude 12
You may bury any number of armors and weapons; for each card buried, add 1d8 to your check. After you act, shuffle an armor and weapon from the box into your location deck. If defeated, display this card next to the scenario.
Scenario Level (#): 3
Turn: 21, Aric/Gimry
Monsters
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
MM
Monster 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on the check to defeat.
Barriers
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
If defeated, you may explore again.
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Weapons
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
MM
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.
Spells
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
MM
Armor 2
Traits:
Shield
Offhand
Alchemical
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat 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 that damage type. If proficient with light armors, you may play another armor.
MM
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Divine 10
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.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
Items
MM
Item 3
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 9
If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
At the start of your turn, discard this card to move any number of characters to your location.
Display this card next to your location. While displayed, add 1d8 to Stealth checks by characters at this location. At the end of the turn, banish this card.
MM
Item 1
Traits:
Object
Magic
Gambling
To Acquire:
Wisdom 6
On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
MM
Item 1
Traits:
Trigger
Object
Magic
Thoth
To Acquire:
Knowledge
Wisdom
Divine 7
When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
Allies
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
MM
Ally 3
Traits:
Automaton
To Acquire:
Intelligence
Craft 9
Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon.
Discard this card to explore your location.
MM
Ally C
Traits:
Elemental
Electricity
Veteran
To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If 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.
MM
Ally P
Traits:
Goblin
Fighter
Veteran
To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song
Blessings
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
MM
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing C
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Current Hour:
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Hours Remaining: 9
Hourglass
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #1: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Aric/Gimry, NokNok/Matsu_Kurisu, Desert Trapper (reloaded)
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
None
Henchman 3
Type: Barrier
Traits:
Task
Veteran
To Defeat:
Charisma
Diplomacy
Acrobatics 6
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, display this card next to the location it came from. While displayed, characters at this location add 1d6 to checks to acquire.
If undefeated, bury a card.
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: All cards known. Favorable Reception displayed: characters at this location add 1d6 to checks to acquire.
None
Henchman 3
Type: Barrier
Traits:
Cache
Aritocrat
To Defeat:
Divine
Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
After you act, shuffle an ally and blessing from the box into your location deck.
If defeated, display this card next to the scenario.
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.
Location #3: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: All cards known. Favorable Reception displayed: characters at this location add 1d6 to checks to acquire.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
Location #4: Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Zetha/WilderRedbeard, Kasmir/Bigguyinblack, All cards known.
Favorable Reception displayed: characters at this location add 1d6 to checks to acquire.
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Aric - Gimry |

========================
Aric starts his turn.
Hour: Blessing of the Ancients
Hour Power:No effect.
Location: Glass Pavilion
Location Power:At the start of your turn, examine the top card of your location deck.
Adventure Powers:
Scenario Powers:
Start of Turn: Stay as Aric
Move to Golden Lake
None
Henchman 3
Type: Barrier
Traits:
Cache
Aritocrat
To Defeat:
Divine
Diplomacy 12
You may bury any number of allies and blessings; for each card buried, add 1d8 to your check.
After you act, shuffle an ally and blessing from the box into your location deck.
If defeated, display this card next to the scenario.
Bury 2 allies in hand
Diplomacy 12: 1d10 + 6 + 1d10 + 3 + 2d8 ⇒ (4) + 6 + (9) + 3 + (2, 3) = 27
Diplomacy - 1d10+6
Blessed - 1d10
Acessory/Clothing - 3
Bury Allies - 2d8
"Good Day Behroud! Care to join me for some cocktails?"
We Win!

BR eddiephlash |

Victory!
Development:
By the time the event concludes and the last guests trickle out, you’re socially and emotionally drained. However, you’re also triumphant! Raham now understands the damage al- Jakri’s latest exploits could inflict on his business’s reputation, and he agrees not only to break all ties with her but also to support you in seeking her arrest. Metasee is stubborn, yet she quickly severs her ties once she learns of Tautrak’s damning records of her sales. Uticus remains indifferent, though he agrees not to consort with al-Jakri until this whole situation
gets sorted out; for now, she is too great a liability. Al-Ibrah is the most difficult to convince, but in the end he admits that any fond memories he has of his friend do not excuse her recent crimes. He even provides her current whereabouts in Katheer, where she is lying low while plotting her next move.
You have everything you need. Muhlia al-Jakri has nowhere left to run, no allies to support her, and you have enough evidence to make sure she never sees the sun again. It is time to end this.
Scenario Reward:
Acquired cards:
Sedja (Ally 3)
Druid of the Storm (Ally 2)
Bal Themm (Ally 2)
Azaz Arafe and Zazu (Ally 1)
Burglar's Buckler (Armor 1)
Bone Lamellar (Armor 1)
Reed Snake Armor (Armor 3)
Blessing of Isis (Blessing 3)
Blessing of the Ancients (Blessing B)
Helpful Haversack (Item 1)
Staff of Revelations (Item 3)
Hand of the Guilty Man (Item 2)
Symbol of Pain (Spell 3)
Lightning Bolt (Spell 2)
4 more random cards of types chosen by the players.
To the discussion page!

BR eddiephlash |

Scenario 4-3D: A FEW GOOD PUNCHES
Pasha Muhlia al-Jakri has consolidated the last of her available resources in a compound near the harbor, having dedicated a large sum to securing mercenaries to protect her equipment. Your new allies Tallah al-Hamar and Behroud al-Ibrah have used their influence to minimize her ability to acquire personnel and gear, but it is still going to be difficult to get to her. Your contact Sahmia has alerted the authorities and the local Pathfinder lodge, supplying each with the evidence you’ve collected. As a result, the city guard is now surrounding the compound to prevent her escape and to arrest everyone inside. Several fellow Pathfinders have also arrived to assist, muttering that al-Jakri has a lot to answer for. You make it clear to everyone that she is to be brought in alive—not only to face justice, but also to learn what other catastrophes she may have set in motion.
The compound’s high wall blocks your view of just about everything except a few buildings and the hired guards who nervously patrol its top. No doubt there are at least as many more guards out of sight, and knowing al-Jakri, she has probably even smuggled in one or more ferocious beasts to keep watch. The disgraced pasha could be inside any of those buildings, so you will need to move swiftly to search them before she makes a break for any escape route you haven’t spotted.
A roar echoes from the compound as if daring anyone to approach. Now that you’ve changed out of your formal evening wear, you’re more than ready to oblige.
SETUP:
LOCATIONS:
1 - EMBALMING PARLOR
1 - GOLDEN LAKE
1 - VIZIER’S HILL
2 - TOWERING OBELISK
3 - SHIFTING DUNES
4 - ALCHEMICAL LABORATORY
5 - HOT SPRINGS
6 - VAULT OF HIDDEN WISDOM
Story Banes:
Villain: MUHLIA AL-JAKRI
Henchmen: Akitar, Lamia Sisters, Silver Chain Smuggler, Forgotten Pharoah Cultists
DURING THIS SCENARIO:
=============================
Trader choices, please!

BR eddiephlash |

Aric and Kasmir to Hoppert. 3 spells:
MM Spell 3
Traits: Magic Arcane Divine Attack Bludgeoning Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM Spell 2
Traits: Magic Arcane Attack Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
MM Spell 3
Traits: Magic Arcane Attack
To Acquire: Intelligence Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
=============================
During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
Additional Rules:
Villain
Type: Monster
Traits: Assassin Human Trigger
To Defeat: Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage. The difficulty to defeat is increased by the number of characters at other locations. On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die. If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
Henchman
Type: Monster
Traits: Trigger Sphinx
To Defeat: Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced. On your check to defeat, you may bury any number of allies; for each ally buried, add 4. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Veteran Human Cultist
To Defeat: Combat 10 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 0, Aric/Gimry
Monsters
MM
Monster 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on the check to defeat.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is discard from the blessings deck, banish it and draw a blessing from the box.
Barriers
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
Weapons
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Spells
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Armors
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
MM
Armor 2
Traits:
Shield
Offhand
Alchemical
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat 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 that damage type. If proficient with light armors, you may play another armor.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
MM
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
MM
Item 1
Traits:
Object
Magic
Gambling
To Acquire:
Wisdom 6
On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
MM
Item 1
Traits:
Object
Magic
Mummy
To Acquire:
Wisdom
Divine
Survival 6
Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
Allies
MM
Ally P
Traits:
Goblin
Fighter
Veteran
To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song
MM
Ally 2
Traits:
Half-Elf
Shopkeeper
Aspis
To Acquire:
Charisma Diplomacy 6
At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
Discard this card to explore your location.
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Blessings
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: 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
Located/Displayed Here: None
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #3: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #4: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #5: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Location #6: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Aric - Gimry |

After a quick study of the compound, the Red Raven decides to approach from the dunes.
Start at Shifting Dunes
Hand: Psych (Psychic Detective), Lookout, Billy (Evangelist), Neferekhu, Blessing of the Ancients, Blessing of Zon-Kuthon,
Displayed:
Current Location: Shifting Dunes
Kit: Spyglass, Mask of the Red Raven, Menacing Backsword +1,
Deck: 12 Discard: 0 Buried: 0
NOTES:
Available Support:Blessing of Zon Kuthon double blesses Finesse/Con checks
Other: Paizo Re-Roll Used for 4-3D? N
Hero Points: 3
Middle of Deck (Unknown Order): Captain's Cutlass, Lockpick Shield, Hypnotist's Locket, Sorrowsoul, Quick-Change Mask, Shadowless Sword, Marianix Karn, Blessing of the Spy, Vreva Jhafae, Red Leathers, Thieves' Tools, Scorpion Whip
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)

![]() |

Nok-Nok/Matsu Kurisu - 4-3D:
Card Upgrade
= Master of Masters (AD 3) in, Orison out
= New card (Desna's Freedom (AD1) in
Starting Location
= Vizier's Hill: M:2 B:3 W:2
Loot
= lt Akhentepi's Armor in, Armor of Insults out
= Sun Falcon Pectoral: 1d1000 ⇒ 597, Thieves' Tools out
= td Stained Glass Elemental in, Spider Venom out
"
Hand: Shock Kukri, Harrow Deck, lt Sun Falcon Pectoral, Burglar, Blessing of the Spy (2),
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
~ When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Kasmir the Kind |

Skipping Hoppert. At Sunburst trading out Spellbook (Core) for Mahga Threefingers. Trading out Zellara's Harrow Deck for Game of Afterlife loot. Starting location Shifting Dunes.
Hand: Leech, Good Omen (Core), Staff of Minor Healing (Core), Frost Ray (Core), The Marriage, Major Cure, Locate Object (Core),
Displayed: Daji,
Deck: 12 Discard: 0 Buried: 0
"Current Location: Shifting Dunes
Hero Points: 4"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Unused
Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.The Marriage: On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using.
Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Mahga Threefingers, Imp, The Midwife, Game of Afterlife, Blessing of the Elements, Bound Imp (Core), Chain Lightning (Core), Acid Burst, Cure, The Foreign Trader, Lightning Bolt (Core), Ring of Protection (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Knowledge Intelligence +2"
"Perception Wisdom +2"
Daji: Arcane: Intelligence +2
Daji: Craft: Intelligence +2
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane, Healing
POWERS:
At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
[x] At the start of your turn, you may discard a spell to draw a spell that has the Healing (☐ or Mental or Poison) trait from your discard pile.

Zetha - WilderRedbeard |

Blessing of Achaekek added in for banished Blessing of the Spy.
Banished Bound Imp added back into deck.
Taking Disable Mechanism in place of Detect Magic.
Visiting Sunburst to add Augury in place of Black Spot.
Start at Towering Obelisk.
Hand: Disable Mechanism (loot), Augury (tr), Staff of Minor Healing, Blessing of Abadar, Blessing of Achaekek, Blessing of Pharasma, Ahtez (Cohort),
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Towering Obelisk
Unused Hero Points: 1
NOTES:
Available Support: Disable Mechanism and Blessings available
Other: Dice Re-Roll Used for 3D?: N
Reloaded:
Middle of Deck (Unknown Order): Slip, Invisibility (c), Good Omen (c), Stone Skin, Cockroach Coat, Quick-Change Mask, Dreamstalker, Blessing of Achaekek, Metamorph, Bound Imp, Create Spiked Pit, Riftwarden, Eloquence
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS: GLOOMWALKER Role Card
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☑ or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
☑ When you play Ahtez for your combat check, add 1d6 (□ 2d6).
□ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
□ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Traits: Outsider, Eidolon, Arcane, Veteran
Powers:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
Additional Rules:
Villain
Type: Monster
Traits: Assassin Human Trigger
To Defeat: Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage. The difficulty to defeat is increased by the number of characters at other locations. On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die. If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
Henchman
Type: Monster
Traits: Trigger Sphinx
To Defeat: Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced. On your check to defeat, you may bury any number of allies; for each ally buried, add 4. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Veteran Human Cultist
To Defeat: Combat 10 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 1, Kasmir/Bigguyinblack
Monsters
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is discard from the blessings deck, banish it and draw a blessing from the box.
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barriers
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.
Weapons
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
MM
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
Spells
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
MM
Spell 1
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead
To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Armors
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
MM
Armor 3
Traits:
Shield
Offhand
To Acquire:
Constitution
Fortitude 6
OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
MM
Armor 2
Traits:
Shield
Offhand
Alchemical
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat 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 that damage type. If proficient with light armors, you may play another armor.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
MM
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
MM
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
MM
Item 3
Traits:
Accessory
Alchemical
Acid
To Acquire:
Dexterity
Intelligence
Craft 8
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.
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
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 in any order.
At the start 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.
MM
Item 1
Traits:
Object
Magic
Gambling
To Acquire:
Wisdom 6
On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.
Allies
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
MM
Ally 1
Traits:
Halfling
Barbarian
Hireling
To Acquire:
Survival
Charisma
Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
MM
Ally 1
Traits:
Human
Evoker
AND
Animal
To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check by a character at your location.
Discard this card to explore your location.
MM
Ally 2
Traits:
Trigger
Caligni
Oracle
To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it into the deck it came from.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.
Blessings
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing C
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Current Hour:
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hours Remaining: 29
Hourglass
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
The Exchange's Favor
None
Favor 3
Traits:
When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number.
While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of Pharasma
MM
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Location #1: 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
Located/Displayed Here: None
MM
Blessing C
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Henchman 3
Type: Monster
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 11 check to recharge it instead.
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically 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.
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
MM
Henchman B
Type: Monster
Traits:
Veteran
Human
Cultist
To Defeat:
Combat 10
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
MM
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat 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.
Location #3: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: NokNok/Matsu_Kurisu, None
MM
Monster 2
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
MM
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
MM
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Location #4: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zetha/WilderRedbeard, None
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
MM
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Ally 1
Traits:
Trigger
Human
Cleric
To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a blessing that has the Pharasma trait to acquire acquire this card.
If you fail to acquire this card, shuffle 3 random monsters from the box into your location deck.
Recharge this card to examine the top 2 cards of any location deck.
Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy checks.
MM
Henchman B
Type: Monster
Traits:
Veteran
Human
Cultist
To Defeat:
Combat 10
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Location #5: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Aric/Gimry, Kasmir/Bigguyinblack, None
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
MM
Henchman 3
Type: Monster
Traits:
Trigger
Sphinx
To Defeat:
Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
On your check to defeat, you may bury any number of allies; for each ally buried, add 4.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Ally C
Traits:
Elemental
Electricity
Veteran
To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If 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.
Location #6: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
MM
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis
To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade a monster you encounter that has the Undead trait.
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Banish this card to banish a displayed card that has the Curse trait.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical
To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
None
Villain 3
Type: Monster
Traits:
Assassin
Human
Trigger
To Defeat:
Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.
The difficulty to defeat is increased by the number of characters at other locations.
On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die.
If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.

Kasmir the Kind |

Blessing of the Elements in effect.
Move to Alchemical Laboratory.
Cast Locate Object (Core). Card 1 Anubis Staff. Encounter it.
MM
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis
To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade a monster you encounter that has the Undead trait.
Arcane 6: 1d10 + 5 ⇒ (7) + 5 = 12
Scenario effect will banish it to encounter random item #1 Glyphbane Gloves .
MM
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
arcane 7: 1d10 + 5 ⇒ (4) + 5 = 9
Take my free explore.
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
arcane 6 +5 recharging Glyphbane Gloves to add 2 dice: 3d10 + 5 ⇒ (1, 10, 5) + 5 = 21
location effect acid damage: 1d4 ⇒ 1
Discard Staff of Minor Healing (Core) to acid damage. Discard Leech to explore.
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Banish this card to banish a displayed card that has the Curse trait.
Scenario effect. Choose not to acquire this card. Search the blessing deck for a blessing and shuffle it into Alchemical Laboratory. Blessing #24 Blessing of Isis. Discard The Marriage to explore.
random from the top 11 is the blessing: 1d8 ⇒ 2
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Zetha discards Blessing of Abadar.
wisdom 10 double blessed by Abadar: 3d8 ⇒ (7, 1, 4) = 12
Major Cure myself: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Kasmir ends their turn.
Kasmir attempts to recover all cards in their Recovery pile.
Locate Object (Core): Arcane 8: 1d10 + 5 ⇒ (7) + 5 = 12 -> Locate Object (Core) recharged.
Kasmir resets their hand.
Hand: The Foreign Trader, Good Omen (Core), Imp, Frost Ray (Core), The Marriage, Ring of Protection (Core), The Midwife,
Displayed: Daji,
Deck: 12 Discard: 1 Buried: 0
"Current Location: Alchemical Laboratory
Hero Points: 4"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Unused
Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.The Marriage: On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using.
Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
The Foreign Trader: On a local non-combat check, discard to bless and add your Intelligence die. (1d10)
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Mahga Threefingers, Cure, Leech, Lightning Bolt (Core), Game of Afterlife, Chain Lightning (Core), Blessing of the Elements, Bound Imp (Core), Acid Burst, Staff of Minor Healing (Core), Glyphbane Gloves
Recharged: Locate Object (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Knowledge Intelligence +2"
"Perception Wisdom +2"
Daji: Arcane: Intelligence +2
Daji: Craft: Intelligence +2
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane, Healing
POWERS:
At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
[x] At the start of your turn, you may discard a spell to draw a spell that has the Healing (☐ or Mental or Poison) trait from your discard pile.
Alchemical Laboratory cards 1, 2, 3, and 5 banished.
Random item #1 Glyphbane Gloves acquired.
Blessing #24 Blessing of Isis shuffled into Alchemical Laboratory.
Zetha discards Blessing of Abadar.
At the start of NokNok's turn display Imp to draw 2 cards: Acid Burst and Cure.

![]() |

Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,
Out of turn updates
Hour = Random hour (1-23,25-29): 1d28 ⇒ 20
Hourglass Card 20 Kasmir/Bigguyinblack - Blessing of the Elements
Start of Turn
At: Vizier's Hill: M:2 B:3 W:2
Give: No
Move: No
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
Free explore = 1: Carrion Golem, Monster 2: Combat 14
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
BYA Discard top of deck(Prayer)
Reveal Shock Kukri 1d8+2+2d6, (#Barriers+1) +4, Finesse +1d4
Combat 14: 1d8 + 2 + 2d6 + 4 + 1d4 ⇒ (4) + 2 + (5, 4) + 4 + (2) = 21 Banished
Bury Harrow Deck, examine 3 and rearrange
Vizier's Hill Card 3: Ooze Falchion +1, Weapon 2
Vizier's Hill Card 2: Sands of Time, Spell 1
Vizier's Hill Card 4: Memories of Violence, Barrier 1 Trigger
When you examine this card, display it next to your deck.
Discard Blessing of the Spy (2), explore +1d = 3: Ooze Falchion +1, Weapon 2: Strength 8
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
Strength 1d8+2, (#Monster+1d4) +2+1d4, Blessing of the Spy +1d8
Strength 8: 1d8 + 2 + 2 + 1d4 + 1d8 ⇒ (2) + 2 + 2 + (1) + (5) = 12 Acquired
End of Turn
Recovery
Reset
Recharge
Discard
Draw Blessing of Abadar
Summary
Location = Vizier's Hill (2,5-10)
Acquired = 3: Ooze Falchion +1,
Banished = 1: Carrion Golem
Examined = 2: Sands of Time
Added =
Displayed = 4: Memories of Violence
Added =
Displayed =
From Box =
Give =
Used =
Other = Blessing deck = Random hour (1-19,21-23,25-29)
"
Hand: Shock Kukri, lt Sun Falcon Pectoral, Burglar, ac Ooze Falchion +1, Blessing of Abadar,
Displayed: 4: Memories of Violence,
Deck: 12 Discard: 2 Buried: 1
Hero Points: 3
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
~ When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
Additional Rules:
Villain
Type: Monster
Traits: Assassin Human Trigger
To Defeat: Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage. The difficulty to defeat is increased by the number of characters at other locations. On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die. If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
Henchman
Type: Monster
Traits: Trigger Sphinx
To Defeat: Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced. On your check to defeat, you may bury any number of allies; for each ally buried, add 4. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Veteran Human Cultist
To Defeat: Combat 10 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 3, Zetha/WilderRedbeard
Monsters
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
MM
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is discard from the blessings deck, banish it and draw a blessing from the box.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barriers
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
If defeated, you may explore again.
MM
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Weapons
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
MM
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
Spells
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Armors
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Divine 10
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.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
MM
Item 3
Traits:
Accessory
Alchemical
Acid
To Acquire:
Dexterity
Intelligence
Craft 8
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.
MM
Item C
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
MM
Item 3
Traits:
Object
Alchemical
Mummy
To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
MM
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis
To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade a monster you encounter that has the Undead trait.
MM
Item 3
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 9
If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
Allies
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait.
MM
Ally 1
Traits:
Human
Evoker
AND
Animal
To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check by a character at your location.
Discard this card to explore your location.
Blessings
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 26
Hourglass
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Pharasma
MM
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
The Exchange's Favor
None
Favor 3
Traits:
When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number.
While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #1: 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
Located/Displayed Here: Sands of Time (reloaded)
MM
Blessing C
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Henchman 3
Type: Monster
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 11 check to recharge it instead.
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically 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.
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
MM
Henchman B
Type: Monster
Traits:
Veteran
Human
Cultist
To Defeat:
Combat 10
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
MM
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat 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.
Location #3: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: NokNok/Matsu_Kurisu, None
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
MM
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Location #4: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zetha/WilderRedbeard, None
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
MM
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Ally 1
Traits:
Trigger
Human
Cleric
To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a blessing that has the Pharasma trait to acquire acquire this card.
If you fail to acquire this card, shuffle 3 random monsters from the box into your location deck.
Recharge this card to examine the top 2 cards of any location deck.
Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy checks.
MM
Henchman B
Type: Monster
Traits:
Veteran
Human
Cultist
To Defeat:
Combat 10
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Location #5: Shifting Dunes
At This Location: At the start of your turn, shuffle any armors into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Aric/Gimry, None
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
MM
Henchman 3
Type: Monster
Traits:
Trigger
Sphinx
To Defeat:
Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
On your check to defeat, you may bury any number of allies; for each ally buried, add 4.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Ally C
Traits:
Elemental
Electricity
Veteran
To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If 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.
Location #6: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Kasmir/Bigguyinblack, Blessing of Isis (shuffled)
None
Villain 3
Type: Monster
Traits:
Assassin
Human
Trigger
To Defeat:
Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.
The difficulty to defeat is increased by the number of characters at other locations.
On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die.
If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical
To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Zetha - WilderRedbeard |

Off turn: Discard Blessing of Abadar to bless.
Start of turn: The hour of Nethys
Draw two new monsters from the box: Vanth (M2) & Acid Mantis (M1).
Remain at Towering Obelisk.
Display Ahtez.
Explore:
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
Strength (Stealth) 11: 2d10 + 5 ⇒ (4, 2) + 5 = 11 acquired
Send Augury to recovery and name Monster to examine the top 3 cards: Inevitable Trap (Ba3 TRIGGER). Encounter it:
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
Wisdom (Stealth) 10: 2d10 + 5 ⇒ (9, 9) + 5 = 23 defeated & banished
Continue to examine: Shasalqu (M1), Crystal Stalker (M1 TRIGGER). Encounter it:
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.
Combat 9: 1d10 + 5 + 3 + 1d6 ⇒ (9) + 5 + 3 + (1) = 18 defeated
Shuffle the remainder of the deck and place Shasalqu on the bottom.
Recharge Staff of Minor Healing to heal a random discarded card: BoAbadar.
End turn. Attempt recovery:
Augury - Arcane 8: 1d10 + 3 ⇒ (10) + 3 = 13 recharged
Reset hand, discarding Shocking Scimitar +3.
Hand: Eloquence, Stone Skin, Quick-Change Mask, Bound Imp, Slip, Disable Mechanism (loot),
Displayed: Ahtez (Cohort),
Deck: 11 Discard: 3 Buried: 0
Current Location: Towering Obelisk
Unused Hero Points: 1
NOTES:
Available Support: Disable Mechanism, Eloquence & Stone Skin available
Other: Dice Re-Roll Used for 3D?: N
Reloaded:
Middle of Deck (Unknown Order): Cockroach Coat, Blessing of Abadar, Invisibility (c), Create Spiked Pit, Dreamstalker, Riftwarden, Metamorph, Blessing of the Gods, Staff of Minor Healing, Good Omen (c)
Recharged: Augury (tr),
Discard Pile: Shocking Scimitar +3 (acq), Blessing of Pharasma, Blessing of Achaekek,
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS: GLOOMWALKER Role Card
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☑ or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
☑ When you play Ahtez for your combat check, add 1d6 (□ 2d6).
□ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
□ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Traits: Outsider, Eidolon, Arcane, Veteran
Powers:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.

Red Raven - Gimry |

========================
Aric starts his turn.
Hour: Blessing of the Elements
Hour Power:No effect.
Location: Shifting Dunes
Location Power:At the start of your turn, shuffle any armors into your deck.
Adventure Powers:
Scenario Powers:
Start of Turn: Switch to Red Raven
Swap Lookout with Menacing Backsword
End of Move Examine - Heat Metal
After Examine: Switch to Aric
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
Wisdom 7: 1d8 + 1d8 ⇒ (6) + (6) = 12
Wisdom - 1d8
Blessed - 1d8
Recharge Ancients to bless
Acquiring a boon lets me examine - Flask Thrower
After Examine: Switch to Red Raven
Recharge Billy to explore again
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Dexterity 8: 1d10 + 3 ⇒ (1) + 3 = 4
Dexterity - 1d10+3
Recharge Psych to examine/explore
Trigger!!
MM
Henchman 3
Type: Monster
Traits:
Trigger
Sphinx
To Defeat:
Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced.
On your check to defeat, you may bury any number of allies; for each ally buried, add 4.
If defeated, you may immediately attempt to close the location this henchman came from.
Constitution 6: 1d6 + 1d6 + 1d6 ⇒ (1) + (2) + (5) = 8
Constitution - 1d6
Double Blessed - 1d6+1d6
Use Zon-Kuthon to double bless Con checks
Discard Heat Metal for Mental Damage
Combat 16: 1d6 + 1d8 + 1d8 + 1d6 ⇒ (6) + (1) + (8) + (1) = 16
Combat(Strength) - 1d6
Neferekhu - 1d8
Discard - 1d8
Blessed - 1d6
Use Nok-Noks Abadar to bless
Summon Eel to close
Henchman Monster B
Traits
Animal
Veteran
Check
Combat
11
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, shuffle this card into a random open location and discard a card.
If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.
Combat 17(11+3+3): 1d10 + 6 + 1d6 + 1 + 1d6 ⇒ (8) + 6 + (3) + 1 + (4) = 22
Combat(Melee) - 1d10+6
Menacing Backsword +1 - 1d6+1
Discard - 1d6
"
Hand: Lockpick Shield, Red Leathers, Thieves' Tools, Marianix Karn,
Displayed:
Current Location: Shifting Dunes
Kit: Spyglass, Mask of the Red Raven, Lookout,
Deck: 11 Discard: 4 Buried: 0
NOTES:
Other: Paizo Re-Roll Used for 4-3D? N
Hero Points: 3
Middle of Deck (Unknown Order): Vreva Jhafae, Scorpion Whip, Quick-Change Mask, Captain's Cutlass, Blessing of the Spy, Hypnotist's Locket, Shadowless Sword, Sorrowsoul
Recharged: Blessing of the Ancients, Billy (Evangelist), Psych (Psychic Detective),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
===================================
ARIC: SKILLS AND POWERS
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
End of Turn Summary
Acquired Card 1 of the Dunes
Use Nok-Noks Abadar
Closed Shifting Dunes

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
Additional Rules:
Villain
Type: Monster
Traits: Assassin Human Trigger
To Defeat: Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage. The difficulty to defeat is increased by the number of characters at other locations. On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die. If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
Henchman
Type: Monster
Traits: Trigger Sphinx
To Defeat: Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced. On your check to defeat, you may bury any number of allies; for each ally buried, add 4. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Veteran Human Cultist
To Defeat: Combat 10 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 5, Kasmir/Bigguyinblack
Monsters
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barriers
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.
MM
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
If defeated, you may explore again.
MM
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Weapons
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Spells
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
Armors
MM
Armor 2
Traits:
Shield
Offhand
Alchemical
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat 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 that damage type. If proficient with light armors, you may play another armor.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
MM
Item 3
Traits:
Accessory
Alchemical
Acid
To Acquire:
Dexterity
Intelligence
Craft 8
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.
MM
Item 2
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
At the start of your turn, discard this card to move any number of characters to your location.
Display this card next to your location. While displayed, add 1d8 to Stealth checks by characters at this location. At the end of the turn, banish this card.
MM
Item 1
Traits:
Accessory
Magic
To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.
Allies
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
MM
Ally P
Traits:
Goblin
Fighter
Veteran
To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song
MM
Ally 3
Traits:
Automaton
To Acquire:
Intelligence
Craft 9
Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon.
Discard this card to explore your location.
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Blessings
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
MM
Blessing C
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Current Hour:
MM
Blessing C
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 24
Hourglass
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing C
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
The Exchange's Favor
None
Favor 3
Traits:
When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number.
While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #1: 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
Located/Displayed Here: Sands of Time (reloaded)
MM
Blessing C
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Henchman 3
Type: Monster
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 11 check to recharge it instead.
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically 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.
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
MM
Henchman B
Type: Monster
Traits:
Veteran
Human
Cultist
To Defeat:
Combat 10
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
MM
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat 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.
Location #3: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: NokNok/Matsu_Kurisu, None
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
MM
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Location #4: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zetha/WilderRedbeard, Shasalqu (recharged)
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Ally 1
Traits:
Trigger
Human
Cleric
To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a blessing that has the Pharasma trait to acquire acquire this card.
If you fail to acquire this card, shuffle 3 random monsters from the box into your location deck.
Recharge this card to examine the top 2 cards of any location deck.
Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy checks.
MM
Henchman B
Type: Monster
Traits:
Veteran
Human
Cultist
To Defeat:
Combat 10
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
MM
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
Location #5: Shifting Dunes
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/Gimry, None
Location #6: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Kasmir/Bigguyinblack, Blessing of Isis (shuffled)
None
Villain 3
Type: Monster
Traits:
Assassin
Human
Trigger
To Defeat:
Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.
The difficulty to defeat is increased by the number of characters at other locations.
On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die.
If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical
To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Kasmir the Kind |

Blessing of Pharasma in effect.
Move to Vizier's Hill.
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
arcane 8: 1d10 + 5 ⇒ (5) + 5 = 10
Discard The Marriage to explore.
MM
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse
To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
On your combat check, if you played another weapon, discard this card to add 1d4.
Choose not to acquire. Search hourglass for a blessing. Shuffle blessing #16 Blessing of Isis into Vizier's Hill. Discard The Midwife to explore.
random from the top: 1d6 ⇒ 4
MM
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
NokNok must summon and encounter Silver Chain Smuggler. Reveal Ring of Protection (Core) to prevent the BYA poison dmg.
combat 12 casting Frost Ray (Core): 1d10 + 3d6 + 5 ⇒ (3) + (3, 1, 3) + 5 = 15
Choose not to close. Display Sands of Time at Vizier's Hill.
discard Acid Burst to heal NokNok: 1d4 + 1 ⇒ (2) + 1 = 3
cast cure on myself: 1d4 + 1 ⇒ (1) + 1 = 2
Kasmir ends their turn.
Kasmir attempts to recover all cards in their Recovery pile.
Frost Ray (Core): Arcane 9: 1d10 + 5 ⇒ (10) + 5 = 15 -> Frost Ray (Core) recharged.
Kasmir resets their hand.
Hand: The Foreign Trader, Good Omen (Core), Mahga Threefingers, Blessing of the Elements, Staff of Minor Healing (Core), Ring of Protection (Core), Bound Imp (Core),
Displayed: Daji, Sands of Time,
Deck: 9 Discard: 4 Buried: 0
"Current Location: Vizier's Hill
Hero Points: 4"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Unused
Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.The Marriage: On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using.
Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
The Foreign Trader: On a local non-combat check, discard to bless and add your Intelligence die. (1d10)
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): The Marriage, Imp, Glyphbane Gloves, Leech, Game of Afterlife, Lightning Bolt (Core), Locate Object (Core), Chain Lightning (Core)
Recharged: Frost Ray (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Knowledge Intelligence +2"
"Perception Wisdom +2"
Daji: Arcane: Intelligence +2
Daji: Craft: Intelligence +2
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane, Healing
POWERS:
At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
[x] At the start of your turn, you may discard a spell to draw a spell that has the Healing (☐ or Mental or Poison) trait from your discard pile.
Vizier's Hill card 1 acquired. Cards 2 and 6 banished. Hour #16 Blessing of Isis shuffled into the location.
Sands of Time displayed at Vizier's Hill.
NokNok healed for 3.

![]() |

Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,
Out of turn updates
Discard Blessing of Abadar for Aric
NokNok must summon and encounter Silver Chain Smuggler on Kasmir turn
6: Silver Chain Smuggler:, Henchman 2: Combat 12
Traits:
Human
Rogue
To Defeat:
Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA Diplomacy 5: 1d4 ⇒ 4 Failed. 1 Poison damage, Nok-Nok.recharge(ac Ooze Falchion +1)
Reveal Shock Kukri 1d8+2+2d6, (#Barriers+1) +4, Finesse +1d4
Combat 12: 1d8 + 2 + 2d6 + 4 + 1d4 ⇒ (8) + 2 + (3, 2) + 4 + (1) = 20 Banished
AYA Examine(Top card(3-5,7,#16 Blessing of Isis): 1d5 ⇒ 2 4: Rolling Sphere, Barrier 3 ) - Left
NokNok healed for 3 from Kasmir - Full heal
Hour = 1 NokNok/Matsu_Kurisu: Blessing of Maat
Start of Turn
At: Vizier's Hill: M:2 B:3 W:2
Memories of Violence
To Defeat: Wisdom / Divine / Charisma / Diplomacy 8
Charisma 1d8, (#Barriers+1) +4, Sands of Time +1d8
Charisma 8: 1d8 + 4 + 1d8 ⇒ (2) + 4 + (6) = 12 Banished
Give: No
Move: EMBALMING PARLOR: M:2 B:2 W:0
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
Free explore = 1: Blessing of the Elements, Blessing C: Strength 6
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Strength 1d8+2
Strength 6: 1d8 + 2 ⇒ (8) + 2 = 10 Acquired
Recharge lt Sun Falcon Pectoral, explore = 2: Lamia Sisters, Henchman 3: Combat 14 THEN Combat 16
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Shock Kukri 1d8+2+2d6, (#Barriers+1) +3, Finesse +1d4
#1 Combat 14: 1d8 + 2 + 2d6 + 3 + 1d4 ⇒ (5) + 2 + (4, 3) + 3 + (1) = 18
Reveal Shock Kukri 1d8+2+2d6, (#Barriers+1) +3, Finesse +1d4
#2 Combat 16: 1d8 + 2 + 2d6 + 3 + 1d4 ⇒ (5) + 2 + (3, 1) + 3 + (3) = 17 Banished
defeated, you may draw a non-Basic item from the box. (
Traits:
Accessory
Alchemical
Acid
To Acquire:
Dexterity
Intelligence
Craft 8
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.
Location #1: Embalming Parlor
When Closing: Summon and defeat the henchman Natron Zombie.
Natron Zombie, MM-B, henchman (monster): Combat 15(12+3)
The Natron Zombie is immune to the Mental and Poison traits.
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the check to defeat does not have the Electricity trait, bury a random card from your discard pile.
Reveal Shock Kukri(Electricity) 1d8+2+2d6, (#Barriers+1) +3, Finesse +1d4
Combat 15: 1d8 + 2 + 2d6 + 3 + 1d4 ⇒ (3) + 2 + (2, 3) + 3 + (2) = 15
AYA Does check have Electricity - Yes
Location #1: Embalming Parlor CLOSED
End of Turn
Recovery
Reset
Recharge
Discard
Draw Blessing of Abadar
Summary
Location = Vizier's Hill - Top Card 4,Random(3,5,7,#16 Blessing of Isis)
Acquired =
Banished =
Examined = 4: Rolling Sphere,
Added =
Location = #1: Embalming Parlor - CLOSED
Acquired = 1: Blessing of the Elements, I1: Deliquescent Gloves
Banished = 2: Lamia Sisters
Examined =
Displayed =
Added =
Banished = 4: Memories of Violence
From Box = I1: Deliquescent Gloves
Give =
Used =
Other =
"
Hand: Shock Kukri, ac Deliquescent Gloves, Burglar, ac Blessing of the Elements, Blessing of Abadar,
Displayed:
Deck: 16 Discard: 0 Buried: 1
Hero Points: 3
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
~ When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Zetha - WilderRedbeard |

The hour of the Ancients
Draw two new monsters from the box: Shasalqu (M1) & Guardian Scroll (M1).
Remain at Towering Obelisk.
Display Bound Imp to draw 2 cards: Invisibility & BoAbadar.
Explore:
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Arcane 11: 1d10 + 3 + 3 ⇒ (8) + 3 + 3 = 14 acquired
Discard Slip to examine the top card: Blessing of the Ancients. Auto-fail Slip check, recharge BotAncients & explore:
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Stealth 6+##=12: 1d10 + 5 + 2d10 ⇒ (2) + 5 + (7, 4) = 18 defeated
Discard BoAbadar to explore:
Ally 1
Traits:
Trigger
Human
Cleric
To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a blessing that has the Pharasma trait to acquire acquire this card.
If you fail to acquire this card, shuffle 3 random monsters from the box into your location deck.
Recharge this card to examine the top 2 cards of any location deck.
Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy checks.
Discard Sebti the Crocodile to explore:
Henchman B
Type: Monster
Traits:
Veteran
Human
Cultist
To Defeat:
Combat 10
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Combat 10+##=16: 1d10 + 5 + 3 + 1d6 ⇒ (6) + 5 + 3 + (2) = 16 defeated
Attempt to close the location by summoning and defeating:
Henchman B
Type: Monster
Traits:
Trigger
Curse
Outsider
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Ahtez attacks!
Combat 11+##=17: 1d10 + 5 + 3 + 1d6 + 1d10 ⇒ (9) + 5 + 3 + (5) + (10) = 32 defeated
Towering Obelisk closed.
Recharge Quick-Change Mask to recharge a random Ally (Slip, Sebti): 1d2 ⇒ 1
End turn. Attempt recovery. Banish Guardian Shasalqu & Guardian Scroll to use Stealth for Invisibility and Bound Imp:
Invisibility: Arcane 9: 1d10 + 5 ⇒ (4) + 5 = 9 -> Invisibility recharged.
Elemental Mastery: Arcane 13: 1d10 + 2 ⇒ (5) + 2 = 7 -> Elemental Mastery discarded.
Bound Imp: Arcane 8: 1d10 + 5 ⇒ (5) + 5 = 10 -> Bound Imp recharged.
Eloquence: Arcane 8: 1d10 + 2 ⇒ (5) + 2 = 7 -> Eloquence discarded.
Zetha resets her hand.
Hand: Stone Skin, Cockroach Coat, Staff of Minor Healing, Metamorph, Blessing of the Gods, Disable Mechanism (loot),
Displayed: Ahtez (Cohort),
Deck: 9 Discard: 7 Buried: 0
Current Location: Towering Obelisk
Unused Hero Points: 1
NOTES:
Available Support: Disable Mechanism, Stone Skin and Blessing available
Other: Dice Re-Roll Used for 3D?: N
Reloaded:
Middle of Deck (Unknown Order): Create Spiked Pit, Riftwarden, Good Omen (c), Dreamstalker
Recharged: Augury (tr), Quick-Change Mask, Slip, Invisibility (c), Bound Imp,
Discard Pile: Shocking Scimitar +3 (acq), Blessing of Pharasma, Blessing of Achaekek, Blessing of Abadar, Sebti the Crocodile (acq), Elemental Mastery (acq), Eloquence,
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS: GLOOMWALKER Role Card
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☑ or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
☑ When you play Ahtez for your combat check, add 1d6 (□ 2d6).
□ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
□ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Traits: Outsider, Eidolon, Arcane, Veteran
Powers:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.

Aric - Gimry |

========================
Red Raven starts their turn.
Hour: Blessing of the Ancients
Hour Power:No effect.
Location: Shifting Dunes
Location Power:At the start of your turn, shuffle any armors into your deck.
Adventure Powers:
Scenario Powers:
Start of Turn: Stay as Red Raven
Move to Embalming Parlor
End of Move Examine - Blessing of the Elements
MM
Blessing C
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Dexterity 6: 1d10 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Dexterity - 1d10+3
Marianix Karn - 1
No weapons and no examines, so I'll stop there.
End of Turn Examine - TRIGGER Lamia Sisters
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
Stealth 7: 1d10 + 5 ⇒ (9) + 5 = 14
Stealth - 1d10+5
After Examine: Switch to Aric
"
Hand: Scorpion Whip, Lockpick Shield, Red Leathers, Thieves' Tools, Marianix Karn, Blessing of the Elements,
Displayed:
Current Location: Embalming Parlor
Kit: Spyglass, Mask of the Red Raven, Lookout,
Deck: 10 Discard: 4 Buried: 0
NOTES:
Other: Paizo Re-Roll Used for 4-3D? N
Hero Points: 3
Middle of Deck (Unknown Order): Vreva Jhafae, Sorrowsoul, Captain's Cutlass, Quick-Change Mask, Blessing of the Spy, Hypnotist's Locket, Shadowless Sword
Recharged: Blessing of the Ancients, Billy (Evangelist), Psych (Psychic Detective),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
End of Turn Summary
Acquired top card of Embalming Parlor

BR eddiephlash |

"Search..until" rules mean you pick the first one that matches the criteria, so Kasmir actually shuffled the top blessing, Maat, into their location. I've shuffled the blessings deck accordingly.
During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
Additional Rules:
Villain
Type: Monster
Traits: Assassin Human Trigger
To Defeat: Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage. The difficulty to defeat is increased by the number of characters at other locations. On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die. If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
Henchman
Type: Monster
Traits: Trigger Sphinx
To Defeat: Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced. On your check to defeat, you may bury any number of allies; for each ally buried, add 4. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Veteran Human Cultist
To Defeat: Combat 10 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 8, Aric/Gimry
Monsters
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Barriers
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.
MM
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.
Weapons
MM
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Spells
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead
To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Items
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically 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.
MM
Item 3
Traits:
Object
Alchemical
Mummy
To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
MM
Item 3
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 9
If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
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 in any order.
At the start 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.
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Banish this card to banish a displayed card that has the Curse trait.
Allies
MM
Ally C
Traits:
Elemental
Electricity
Veteran
To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If 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.
MM
Ally 2
Traits:
Trigger
Caligni
Oracle
To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it into the deck it came from.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.
MM
Ally 1
Traits:
Human
Evoker
AND
Animal
To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check by a character at your location.
Discard this card to explore your location.
Blessings
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing C
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Current Hour:
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 20
Hourglass
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
The Exchange's Favor
None
Favor 3
Traits:
When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number.
While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Location #1: Embalming Parlor
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/Matsu_Kurisu,
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
MM
Henchman B
Type: Monster
Traits:
Veteran
Human
Cultist
To Defeat:
Combat 10
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
MM
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat 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.
Location #3: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Kasmir/Bigguyinblack, Kasmir's Sands of Time (displayed - add 1 die to checks by local characters to defeat Construct or Undead banes.)
Blessing of Maat (shuffled), Rolling Sphere (reloaded)
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #4: Towering Obelisk
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zetha/WilderRedbeard,
Location #5: Shifting Dunes
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/Gimry, None
Location #6: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Blessing of Isis (shuffled)
None
Villain 3
Type: Monster
Traits:
Assassin
Human
Trigger
To Defeat:
Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.
The difficulty to defeat is increased by the number of characters at other locations.
On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die.
If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical
To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Aric - Gimry |

========================
Aric starts his turn.
Hour: Blessing of the Ancients
Hour Power:No effect.
Location: Embalming Parlor
Location Power:Recharge an item to add the Acid, Cold, or Poison trait to any check.
Adventure Powers:
Scenario Powers:
Let's try this again, shall we?
Start of Turn: Stay as Red Raven
Move to Golden Lake
End of Move Examine - Guardian Scroll
Swap Lockpick Shield and Mask of the Red Raven
Power lets me encounter this immediately
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Stealth 8: 1d10 + 5 ⇒ (1) + 5 = 6
Stealth - 1d10+5
Paizo Reroll
Stealth 8: 1d10 + 5 ⇒ (9) + 5 = 14
Free Explore
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
Disable 10: 1d4 + 1d8 + 1d8 ⇒ (3) + (5) + (5) = 13
Disable - 1d4
Thieves' Tools - 1d8
Recharge - 1d8
Choose Ally - Stained Glass Elemental
End of Turn Examine - Bird Feather Tokens
After Examine: Switch to Aric
The Red Raven stealthily travels over to the Golden Lake. Unbeknownst to our hero, he snuck right past a guardian scroll. However, not to far from the lake, the Red Raven comes across an elemental trapped inside a small cage. Luckily, the Red Raven knows a thing or two about how to use thieves tools and he is able to free the elemental.
And now, the Red Raven is stuck with this mindless elemental following him around the lake.
Perhaps I should have just left it locked up.
"
Hand: Scorpion Whip, Red Leathers, Mask of the Red Raven, Hypnotist's Locket, Stained Glass Elemental, Marianix Karn,
Displayed:
Current Location: Golden Lake
Kit: Spyglass, Lockpick Shield, Lookout,
Deck: 10 Discard: 4 Buried: 0
NOTES:
Other: Paizo Re-Roll Used for 4-3D? Y
Hero Points: 3
Middle of Deck (Unknown Order): Blessing of the Spy, Quick-Change Mask, Captain's Cutlass, Sorrowsoul, Shadowless Sword, Vreva Jhafae
Recharged: Blessing of the Ancients, Billy (Evangelist), Psych (Psychic Detective), Thieves' Tools,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
End of Turn Summary
Banished top 2 cards of the Golden Lake
Acquired Random Ally 1

Kasmir the Kind |

Blessing of the Ancients in effect.
Start of turn discard Good Omen (Core) to draw Major Cure. Send Bound Imp (Core) to recovery to draw 2 cards: Game of Afterlife and Chain Lightning (Core).
Move to Golden Lake.
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
arcane 9: 1d10 + 5 ⇒ (1) + 5 = 6
send Game of Afterlife to recovery to reroll: 1d10 + 5 ⇒ (7) + 5 = 12
Discard Blessing of the Elements to explore.
MM
Henchman B
Type: Monster
Traits:
Veteran
Human
Cultist
To Defeat:
Combat 10
OR Charisma
Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
combat 10 +6 displaying Chain Lightning (Core): 1d10 + 3d6 + 5 ⇒ (8) + (5, 1, 4) + 5 = 23
combat 12 +3 vs Graven Guardian of Nethys to close using Chain Lightning (Core): 1d10 + 3d6 + 5 ⇒ (1) + (5, 2, 3) + 5 = 16
Discard Bird Feather Tokens to heal Aric: 1d4 + 1 ⇒ (2) + 1 = 3
major cure myself: 1d4 + 2 ⇒ (4) + 2 = 6
Recharge Staff of Minor Healing (Core) to heal Aric for 1.
Kasmir ends their turn.
Kasmir attempts to recover all cards in their Recovery pile.
Bound Imp (Core): Arcane 8: 1d10 + 5 ⇒ (6) + 5 = 11 -> Bound Imp (Core) recharged.
Game of Afterlife: Int 8: 1d10 + 3 ⇒ (3) + 3 = 6 -> Game of Afterlife recharged. Recharge Mahga Threefingers to add 3.
Chain Lightning (Core): Arcane 13: 1d10 + 5 ⇒ (8) + 5 = 13 -> Chain Lightning (Core) recharged.
Kasmir resets their hand.
Hand: The Foreign Trader, Locate Object (Core), Glyphbane Gloves, Leech, The Marriage, Ring of Protection (Core), Bird Feather Tokens,
Displayed: Daji, Sands of Time,
Deck: 13 Discard: 1 Buried: 0
"Current Location: Golden Lake
Hero Points: 4"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Unused
Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.The Marriage: On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using.
Bird Feather Tokens: Recharge this card to reroll 1 die on a check by a character at your location.
The Foreign Trader: On a local non-combat check, discard to bless and add your Intelligence die. (1d10)
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Acid Burst, Cure, Lightning Bolt (Core), The Midwife, Blessing of the Elements, Good Omen (Core), Frost Ray (Core), Imp
Recharged: Staff of Minor Healing (Core), Mahga Threefingers, Bound Imp (Core), Game of Afterlife, Chain Lightning (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Knowledge Intelligence +2"
"Perception Wisdom +2"
Daji: Arcane: Intelligence +2
Daji: Craft: Intelligence +2
Favored Card: Blessing
Hand Size: 6 ☑ 7 ☐ 8 ☐ ☐ ☐
Proficiencies:
Arcane, Healing
POWERS:
At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
[x] At the start of your turn, you may discard a spell to draw a spell that has the Healing (☐ or Mental or Poison) trait from your discard pile.
Golden Lake Card card 3 acquired. Location closed.
Aric is healed for 4.

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Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,
Out of turn updates
Hour = 1 NokNok/Matsu_Kurisu: Blessing of Maat
Start of Turn
At: EMBALMING PARLOR: M:2 B:2 W:0
Give: No
Move: Alchemical Laboratory: M:1 B:2 W:0
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
Free explore = 1: Muhlia al-Jakri, Villain 3: Combat 16
Traits:
Assassin
Human
Trigger
To Defeat:
Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.
The difficulty to defeat is increased by the number of characters at other locations.
On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die.
If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
Villain found. Pausing for guard checks

![]() |

Turn continued
Golden Lake. Location closed on Kasmir's turn.
1: Muhlia al-Jakri, Villain 3: Combat 16
Traits:
Assassin
Human
Trigger
To Defeat:
Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.
The difficulty to defeat is increased by the number of characters at other locations.
On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die.
If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
Wisdom 1d4, (#Monsters+1d4) +1d4+1
Wisdom 9: 1d4 + 1d4 + 1 ⇒ (2) + (3) + 1 = 6 Failed Poison damage: 1d4 + 1 ⇒ (3) + 1 = 4 Zetha displays Stone Skin -4 to 0
Distant characters +3DC.
Have Stealth.
Reveal Shock Kukri 1d8+2+2d6, (#Barriers+1) +3, Finesse +1d4, Reveal ac Deliquescent Gloves (acid), Freely reveal ac Deliquescent Gloves +1d8, Recharge ac Blessing of the Elements +1d8
Combat 19(16+3): 1d8 + 2 + 2d6 + 3 + 1d4 + 1d8 + 1d8 ⇒ (3) + 2 + (4, 5) + 3 + (1) + (6) + (4) = 28 Defeated
Overkill Acid damage: 1d4 ⇒ 3 Stone Skin -4 to 0
Villain flees to #3: Vizier's Hill
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
Location #6: Alchemical Laboratory - CLOSED
End of Turn
Recovery
Reset
Recharge
Discard
Draw Blessing of the Spy
Summary
Location = #6: Alchemical Laboratory - CLOSED
Acquired =
Banished = 1: Muhlia al-Jakri
Examined =
Added = 3*Alchemical items
Location = #3: Vizier's Hill: Random(1-5, Villain)
Acquired =
Banished =
Examined =
Displayed =
Added = Alchemical Laboratory Card 1: Muhlia al-Jakri
Banished =
From Box = 3*Alchemical items
Give =
Used = Zetha displays Stone Skin
Other =
"
Hand: Shock Kukri, ac Deliquescent Gloves, Burglar, Blessing of the Spy, Blessing of Abadar,
Displayed:
Deck: 16 Discard: 0 Buried: 1
Hero Points: 3
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
~ When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
Additional Rules:
Villain
Type: Monster
Traits: Assassin Human Trigger
To Defeat: Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage. The difficulty to defeat is increased by the number of characters at other locations. On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die. If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
Henchman
Type: Monster
Traits: Trigger Sphinx
To Defeat: Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced. On your check to defeat, you may bury any number of allies; for each ally buried, add 4. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Veteran Human Cultist
To Defeat: Combat 10 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 11, Zetha/WilderRedbeard
Monsters
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
MM
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits.
You may succeed at a Stealth 7 check to evade the Tekenu.
If the check to defeat has the Divine trait, add 1d6.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is discard from the blessings deck, banish it and draw a blessing from the box.
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Barriers
MM
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
MM
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane then banish this card.
MM
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Weapons
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
MM
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite
To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.
MM
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Spells
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead
To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armors
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Armor 1
Traits:
Shield
Offhand
Magic
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
MM
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Divine 10
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.
Items
MM
Item 3
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 9
If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically 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.
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
MM
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
MM
Item 3
Traits:
Trigger
Object
Magic
To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.
Allies
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison
To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
MM
Ally P
Traits:
Goblin
Fighter
Veteran
To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.
MM
Ally 1
Traits:
Human
Cleric
To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail to acquire this card, discard the top card of the blessings deck.
Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location deck, then you may then explore your location.
MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Blessings
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 17
Hourglass
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
The Exchange's Favor
None
Favor 3
Traits:
When you discard this card from the blessings deck, choose a type of boon other than loot and summon and encounter a random boon of that type that has the scenario’s adventure deck number.
While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Location #1: Embalming Parlor
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #2: Golden Lake
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/Gimry, Kasmir/Bigguyinblack,
Location #3: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Kasmir's Sands of Time (displayed - add 1 die to checks by local characters to defeat Construct or Undead banes.)
Blessing of Maat (shuffled), Rolling Sphere (reloaded)
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
None
Villain 3
Type: Monster
Traits:
Assassin
Human
Trigger
To Defeat:
Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.
The difficulty to defeat is increased by the number of characters at other locations.
On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die.
If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Location #4: Towering Obelisk
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zetha/WilderRedbeard,
Location #5: Shifting Dunes
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: Alchemical Laboratory
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/Matsu_Kurisu,
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical
To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
At the start of your turn, discard this card to move any number of characters to your location.
Display this card next to your location. While displayed, add 1d8 to Stealth checks by characters at this location. At the end of the turn, banish this card.
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Banish this card to banish a displayed card that has the Curse trait.

Zetha - WilderRedbeard |

Off turn: Send Stone Skin to recovery to reduce damage to Nok-Nok.
Stone Skin - Arcane 9: 1d10 + 3 ⇒ (1) + 3 = 4 discarded
Start of turn: The hour of Ra
Draw two new monsters from the box: Bonecrusher Hunter (M0) & Giant Crocodile (M3).
Move to Vizier's Hill.
Recharge Staff of Minor Healing to heal a random discard: BoPharasma.
Display Cockroach Coat.
Explore:
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Dexterity 12: 1d10 + 2 + 2d8 ⇒ (8) + 2 + (3, 8) = 21 defeated & banished
Discard Metamorph to explore:
Villain 3
Type: Monster
Traits:
Assassin
Human
Trigger
To Defeat:
Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage.
The difficulty to defeat is increased by the number of characters at other locations.
On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die.
If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
BYA Wisdom (Stealth) 9: 1d10 + 5 + 1d4 ⇒ (8) + 5 + (2) = 15 success
Ahtez attacks! CC adds 1d4, discard BotGods to add a die. Difficulty increased by 3 for distant characters.
Combat 16+3=19: 2d10 + 5 + 3 + 1d6 + 1d4 ⇒ (8, 1) + 5 + 3 + (1) + (4) = 22 defeated
We win!

BR eddiephlash |

Victory!
Development:
You’ve fought your way through the compound, defeating the guards and monsters you encountered. As if sensing defeat, the remaining mercenaries either surrendered or fled. However, Muhlia al-Jakri is nowhere to be found. If her goons even know where she went, none of them are in a rush to tell you about it.
As you interview one of the mercenaries, movement catches your eye. You look up just in time to see a woman burst from one building—it’s al-Jakri! That you hadn’t identified her hiding place earlier is a testament to her sneakiness, and as she quickly slips into another building in the compound, you must compliment her speed, too. You had searched that structure before, but when you burst into the building with weapons ready, you notice the telltale signs of a well-hidden trapdoor. It’s so finely crafted that you hadn’t noticed it in your first sweep, yet in her haste, al-Jakri wasn’t able to cover her tracks this time. You throw open the hatch and begin climbing the stairs that descend deep into a tunnel winding beneath the compound.
Footfalls echo through the passageway, confirming that your target lies just ahead.
Scenario Reward:
Acquired cards:
Sebti the Crocodile (Ally 1)
Stained Glass Elemental (Ally C)
Blessing of the Elements (Blessing C)
Deliquescent Gloves (Item 3)
Bird Feather Tokens (Item 3)
Glyphbane Gloves (Item 2)
Heat Metal (Spell 2)
Elemental Mastery (Spell 3)
Sands of Time (Spell 1)
Shocking Scimitar +2 (Weapon 3)
Ooze Falchion +1 (Weapon 2)
To the discussion page!

BR eddiephlash |

Scenario 4-3E: We've Got You Now!
You’ve made your way into the escape tunnel beneath Muhlia al-Jakri’s office and are following the sound of her footsteps. That’s when you notice the sound has changed, and you pause to ascertain that there are more sets of footfalls, and the additional sets seem heavier than the fleeing assassin’s light feet. Clearly something—or several somethings—have joined the pursuit. Whose side are they on?
You don’t have much time to consider the matter as the tunnel exits into a large room with several new passageways branching different directions. Muhlia al-Jakri is busily tinkering with several large, humanoid constructs that look as though they’re made of sand, but as you enter, she glances back at you with a panicked expression. She hurls a glass vial toward your feet, and as it shatters, it fills the room with a blinding flash of light. When your vision clears, all that remains are the torch al-Jakri carried and an empty potion bottle where she stood. Trails of sand lead down each of the tunnels, confounding anything but an expert tracker. You might just have to rush after her and select a passage at random, each one no doubt brimming with traps and more of these sand creatures.
SETUP:
LOCATIONS:
Base
1 - PRECIOUS MINE
1 - QUARRY
1 - STONEWORK PASSAGES
2 - PEASANT TOMBS
3 - MAUSOLEUM
4 - RUINED TEMPLE
5 - CATACOMBS
6 - CRYPT
Story Banes:
Villain: Muhlia al-Jakri
Closing Henchmen: Sand Thief, Warrior Dolls, Collapsing Hallways
DURING THIS SCENARIO:

BR eddiephlash |

Traders!
Kasmir and Aric visit Hoppert. 3 Spells:
MM Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait. Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM Spell 3
Traits: Magic Arcane Attack
To Acquire: Intelligence Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
MM Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location. Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
============================================
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Season of Faction's Favor Gameday 10
GM: eddiephlash
Game Number: 235
Scenario Level: 3
Current Turn: Turn 0, Game has not started.
During this Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During this Scenario:
* After building the location decks, shuffle the henchman Conflagration into each.
* When creating the blessings deck, replace 5 blessings with Sandstorm villains.
Additional Rules:
Villain
Type: Monster
Traits: Assassin Human Trigger
To Defeat: Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage. The difficulty to defeat is increased by the number of characters at other locations. On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die. If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
Henchman
Type: Monster
Traits: Trigger Sphinx
To Defeat: Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced. On your check to defeat, you may bury any number of allies; for each ally buried, add 4. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Veteran Human Cultist
To Defeat: Combat 10 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Hourglass
0
Blessings Discard
Summon or Draw
Scenario Update Post
×
Copy and paste into Paizo forums:
During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
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.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
During This Scenario:
* After building the location decks, shuffle the henchman Conflagration into each.
* When creating the blessings deck, replace 5 blessings with Sandstorm villains.
Additional Rules:
Villain
Type: Monster
Traits: Assassin Human Trigger
To Defeat: Combat 16
When examined or before you act, succeed at a Wisdom or Perception 9 check or you are dealt 1d4+1 Poison damage. The difficulty to defeat is increased by the number of characters at other locations. On the check to defeat, if you do not have the Perception or Stealth skill, subtract 2 from each die. If undefeated, bury a random card from your discard pile, then shuffle a monster and a barrier from the box into your location deck.
Henchman
Type: Monster
Traits: Trigger Sphinx
To Defeat: Combat 16
When you examine this card, succeed at a Constitution or Fortitude 6 check or recharge your hand and reset your hand. Then you are dealt 1 Mental damage that may not be reduced. On your check to defeat, you may bury any number of allies; for each ally buried, add 4. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler; it is defeated or undefeated based solely on your encounter. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if the check to defeat does not have the Attack trait, examine the top card of your location deck. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Veteran Human Cultist
To Defeat: Combat 10 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 3
Turn: 0, Zetha/WilderRedbeard
Monsters
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
MM
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Barriers
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Weapons
MM
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
Spells
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead
To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
Armors
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
MM
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Divine 10
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.
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic
To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
Items
MM
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis
To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade a monster you encounter that has the Undead trait.
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
MM
Item 3
Traits:
Object
Alchemical
Mummy
To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
MM
Item 1
Traits:
Liquid
Cold
Poison
Alchemical
To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Allies
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait.
MM
Ally 1
Traits:
Human
Smuggler
To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
MM
Ally 3
Traits:
Human
Fighter
To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to automatically acquire it.
Bury this card to recharge any number of blessings that have the Abadar trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your combat checks.
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Blessings
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Location #2: Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Location #3: Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None
Location #4: Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Location #5: Mausoleum
At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
When Closing: Summon and defeat the henchman Voices of the Spire.
When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 2
Located/Displayed Here: None
Location #6: 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 ?: 2
Located/Displayed Here: None
Open
Closed
×
Precious Mine
Located/Displayed here:
None
Type Num
Monster 2
Barrier 2
Weapon 1
Spell 1
Armor 0
Item 3
Ally 0
Blessing 0
Unknown 2
The difficulty to defeat banes that have Construct trait is increased by 1d6.
Open
Closed
×
Quarry
Located/Displayed here:
None
Type Num
Monster 3
Barrier 1
Weapon 2
Spell 0
Armor 1
Item 1
Ally 1
Blessing 0
Unknown 2
Add 3 to your checks that have the Bludgeoning trait.
Open
Closed
×
Stonework Passages
Located/Displayed here:
None
Type Num
Monster 2
Barrier 3
Weapon 1
Spell 1
Armor 1
Item 0
Ally 0
Blessing 1
Unknown 2
Damage dealt to you is reduced by 1.
Open
Closed
×
Peasant Tombs
Located/Displayed here:
None
Type Num
Monster 2
Barrier 2
Weapon 2
Spell 0
Armor 0
Item 1
Ally 1
Blessing 1
Unknown 2
After playing a boon that has the Fire trait, bury it.
Open
Closed
×
Mausoleum
Located/Displayed here:
None
Type Num
Monster 1
Barrier 1
Weapon 0
Spell 2
Armor 0
Item 1
Ally 1
Blessing 3
Unknown 2
You may bury a card to add 1 die to any check that invokes the Undead trait.
Open
Closed
×
Ruined Temple
Located/Displayed here:
None
Type Num
Monster 1
Barrier 1
Weapon 0
Spell 2
Armor 1
Item 1
Ally 1
Blessing 2
Unknown 2
When you play a card that has the Divine trait, bury it.
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