[PACS] [Gameday X] Season 4 with BR eddiephlash (Inactive)

Game Master eddiephlash

Turn order: Aric/Gimry, Kasmir/Bigguyinblack, NokNok/Matsu_Kurisu


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During This Adventure:

  • The scourge die is 1d6 + 1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Deck handler

    Scourge List:

    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:

  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Setup:

    * After building the location decks, shuffle the henchman Conflagration into each.
    * When creating the blessings deck, replace 5 blessings with Sandstorm villains.

    Additional Rules:

    Muhlia al-Jakri:

    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.
    Voices of the Spire:

    Henchman
    Type: Monster
    Traits: Human Inquisitor Veteran
    To Defeat: Combat 8 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief:

    Henchman
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls:

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

    Henchman
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sandstorm:

    Villain
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Scenario Level (#): 3

    Turn: 0, Zetha/WilderRedbeard

    Random Cards:

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

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

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

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

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

    Barriers
    Spoiler:
    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

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

    Spoiler:
    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.

    Spoiler:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.

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

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

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

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

    Spoiler:
    Greatclub +1
    MM
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.

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

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

    Spoiler:
    Heat Metal
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Spoiler:
    Locate Object
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Advocate's 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.

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

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

    Spoiler:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.

    Spoiler:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Wand of Scorching Ray
    MM
    Item 3
    Traits:
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.

    Spoiler:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

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

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

    Allies
    Spoiler:
    Stained Glass Elemental
    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.

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

    Spoiler:
    Azaz Arafe and Zazu
    MM
    Ally 1
    Traits:
    Human
    Evoker
    AND
    Animal
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 7
    If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check by a character at your location.
    Discard this card to explore your location.

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

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


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

    Spoiler:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

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

    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/Gimry:
    Spoiler:
    Hourglass Card 1 Aric/Gimry
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 2 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 NokNok/Matsu_Kurisu
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 4 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 4 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 5 Aric/Gimry:
    Spoiler:
    Hourglass Card 5 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 6 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Kasmir/Bigguyinblack
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 7 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 8 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 8 Zetha/WilderRedbeard
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Aric/Gimry:
    Spoiler:
    Hourglass Card 9 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 11 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 12 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 12 Zetha/WilderRedbeard
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 13 Aric/Gimry:
    Spoiler:
    Hourglass Card 13 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 14 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Kasmir/Bigguyinblack
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 15 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 NokNok/Matsu_Kurisu
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 16 Zetha/WilderRedbeard
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 17 Aric/Gimry:
    Spoiler:
    Hourglass Card 17 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 18 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Kasmir/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 19 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 20 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 20 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 21 Aric/Gimry:
    Spoiler:
    Hourglass Card 21 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 22 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 23 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 23 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 24 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 24 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 25 Aric/Gimry:
    Spoiler:
    Hourglass Card 25 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 26 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 Kasmir/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 27 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 28 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 28 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 29 Aric/Gimry:
    Spoiler:
    Hourglass Card 29 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 30 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 30 Kasmir/Bigguyinblack
    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.

    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


  • deck handler

    Upgraded my spellbook with Fate-reader Lenses. Trading out Fate-reader Lenses for loot Game of Afterlife. Skipping Hoppert and trading at Sunburst Market. Zellara's Harrow Deck out Mahga Threefingers in. Starting location Mausoleum.

    Kasmir wrote:

    Hand: The Foreign Trader, Cure, Mahga Threefingers, Locate Object (Core), Game of Afterlife, Bound Imp (Core), Leech,

    Displayed: Daji,
    Deck: 12 Discard: 0 Buried: 0
    "Current Location: Mausoleum
    Hero Points: 5"
    "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.

    Game of Afterlife: Bury this card to banish a displayed card that has the Curse trait.

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Major Cure, Ring of Protection (Core), Staff of Minor Healing (Core), Acid Burst, Imp, Lightning Bolt (Core), The Midwife, Frost Ray (Core), Chain Lightning (Core), Blessing of the Elements, The Marriage, Good Omen (Core)
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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's Deck Handler

    Swap in Phantom Steed for Detect Magic.
    Taking Augury from Sunburst for Black Spot.
    Taking loot Disable Mechanism for Good Omen.
    Taking loot Blessing of Maat for BotGods.
    Start at Precious Mine.

    Zetha wrote:

    Hand: Eloquence, Phantom Steed, Metamorph, Dreamstalker, Blessing of Achaekek, Blessing of Maat (loot), Ahtez (Cohort),

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Precious Mine
    Unused Hero Points: 2
    NOTES:
    Available Support: Eloquence and Blessings available
    Other: Dice Re-Roll Used for 3E?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing, Stone Skin, Invisibility (c), Quick-Change Mask, Augury (tr), Bound Imp, Create Spiked Pit, Riftwarden, Disable Mechanism (loot), Blessing of Pharasma, Cockroach Coat, Blessing of Abadar, Slip
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    Cohort AHTEZ:
    Cohort
    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 Deck Handler

    Start at Ruined Temple. Grabbed a second Shadowless sword as my upgrade. Still taking the Scorpion Whip and Neferekhu

    "

    Aric wrote:

    Hand: Lockpick Shield, Red Leathers, Thieves' Tools, Psych (Psychic Detective), Blessing of Zon-Kuthon, Blessing of the Ancients,

    Displayed:
    Current Location: Ruined Temple
    Kit: Hypnotist's Locket, Neferekhu, Mask of the Red Raven,
    Deck: 12 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-3D? Y
    Hero Points: 4

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Scorpion Whip, Spyglass, Vreva Jhafae, Shadowless Sword, Menacing Backsword +1, Sorrowsoul, Billy (Evangelist), Blessing of the Spy, Quick-Change Mask, Marianix Karn, Lookout, Shadowless Sword (1)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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

    Spoiler:
    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.)

    "

    Dark Archive

    Deck handler link

    Nok-Nok/Matsu Kurisu - 4-3E: We've Got You Now!

    Card Upgrade
    = Mask of Stolen Mien (AD 3) in, Spider Venom out

    Starting Location
    = STONEWORK PASSAGES : M:2 B:3 W:1

    Loot
    = lt Akhentepi's Armor in, Armor of Insults out
    = Sun Falcon Pectoral: 1d1000 ⇒ 597, Thieves' Tools out
    = td Stained Glass Elemental in, Mouse out
    = lt Blessing of Maat in, Prayer out

    "

    Nok-Nok wrote:

    Hand: lt Akhentepi's Armor, Shock Kukri, Master of Masters, lt Sun Falcon Pectoral, Harrow Deck,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☐ +3
    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

    "


    During This Adventure:

  • The scourge die is 1d6 + 1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Deck handler

    Scourge List:

    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:

  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Setup:

    * After building the location decks, shuffle the henchman Conflagration into each.
    * When creating the blessings deck, replace 5 blessings with Sandstorm villains.

    Additional Rules:

    Muhlia al-Jakri:

    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.
    Voices of the Spire:

    Henchman
    Type: Monster
    Traits: Human Inquisitor Veteran
    To Defeat: Combat 8 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief:

    Henchman
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls:

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

    Henchman
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sandstorm:

    Villain
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Scenario Level (#): 3

    Turn: 1, Aric/Gimry

    Random Cards:

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

    Spoiler:
    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.

    Spoiler:
    Dark Stalker
    MM
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.

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

    Spells
    Spoiler:
    Locate Object
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spoiler:
    Stone Skin
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

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

    Armors
    Spoiler:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Mistmail
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Alchemist's Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.

    Spoiler:
    Advocate's 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.

    Items
    Spoiler:
    Staff of Minor Healing
    MM
    Item 1
    Traits:
    Staff
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge a random card from his discard pile.

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

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

    Spoiler:
    Bloodroot Poison
    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.

    Spoiler:
    Mumia
    MM
    Item 2
    Traits:
    Liquid
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft 8
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
    Banish this card to banish a displayed card that has the Curse trait.

    Allies
    Spoiler:
    Neb-at
    MM
    Ally 1
    Traits:
    Human
    Smuggler
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

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

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

    Spoiler:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.

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

    Blessings
    Spoiler:
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Spoiler:
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Spoiler:
    Blessing of 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.

    Current Hour:

    Blessing of Bastet:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 2 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 NokNok/Matsu_Kurisu
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 3 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 3 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 4 Aric/Gimry:
    Spoiler:
    Hourglass Card 4 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 5 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Kasmir/Bigguyinblack
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 6 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 7 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 7 Zetha/WilderRedbeard
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Aric/Gimry:
    Spoiler:
    Hourglass Card 8 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 10 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 11 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 11 Zetha/WilderRedbeard
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 12 Aric/Gimry:
    Spoiler:
    Hourglass Card 12 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 13 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Kasmir/Bigguyinblack
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 14 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 NokNok/Matsu_Kurisu
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 15 Zetha/WilderRedbeard
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 16 Aric/Gimry:
    Spoiler:
    Hourglass Card 16 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 17 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Kasmir/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 18 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 18 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 19 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 19 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 20 Aric/Gimry:
    Spoiler:
    Hourglass Card 20 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 21 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 22 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 23 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 23 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 24 Aric/Gimry:
    Spoiler:
    Hourglass Card 24 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 25 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Kasmir/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 26 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 27 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 27 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 28 Aric/Gimry:
    Spoiler:
    Hourglass Card 28 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 29 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 29 Kasmir/Bigguyinblack
    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.

    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: Zetha/WilderRedbeard, None

    Precious Mine Card 1:
    Hungry Fog
    MM
    Barrier 3
    Traits:
    Obstacle
    Magic
    Acid
    To Defeat:
    Wisdom
    Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Precious Mine Card 2:
    Staff of Revelations
    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.
    Precious Mine Card 3:
    Hand of the Guilty Man
    MM
    Item 2
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    Wisdom
    Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Precious Mine Card 4:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Precious Mine Card 5:
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Precious Mine Card 6:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Precious Mine Card 7:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Precious Mine Card 8:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Precious Mine Card 9:
    Shocking Scimitar +2
    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.
    Precious Mine Card 10:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Precious Mine Card 11:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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
    Quarry Card 1:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Quarry Card 2:
    Qasin
    MM
    Ally 2
    Traits:
    Outsider
    Psychopomp
    To Acquire:
    Charisma
    Diplomacy
    Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Quarry Card 3:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Quarry Card 4:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Quarry Card 5:
    Tooled Crocodile Skin
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Quarry Card 6:
    Bonecrusher Chieftain
    MM
    Monster 2
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Quarry Card 7:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Quarry Card 8:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Quarry Card 9:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Quarry Card 10:
    Flaming Spear +1
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Quarry Card 11:
    Djinn Favor Amulet
    MM
    Item 1
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 4
    OR Wisdom 7
    Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

    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: NokNok/Matsu_Kurisu, None
    Stonework Passages Card 1:
    Shock Glaive +1
    MM
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Stonework Passages Card 2:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Stonework Passages Card 3:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Stonework Passages Card 4:
    Sand Thief
    MM
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Elemental
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Stonework Passages Card 5:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
    Stonework Passages Card 6:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Stonework Passages Card 7:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Stonework Passages Card 8:
    Bone Lamellar
    MM
    Armor 1
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Stonework Passages Card 9:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.
    Stonework Passages Card 10:
    Brain Ooze
    MM
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
    If undefeated, discard a spell.
    Stonework Passages Card 11:
    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 #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
    Peasant Tombs Card 1:
    Basif Iosep
    MM
    Ally 2
    Traits:
    Half-Elf
    Shopkeeper
    Aspis
    To Acquire:
    Charisma Diplomacy 6
    At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
    Discard this card to explore your location.
    Peasant Tombs Card 2:
    Curse of Teeth and Fleas
    MM
    Barrier 2
    Traits:
    Trigger
    Curse
    Magic
    To Defeat:
    Wisdom
    Survival
    Divine 10
    When you examine this card, banish it.
    If undefeated, display this card next to your deck.
    While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
    Peasant Tombs Card 3:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Peasant Tombs Card 4:
    Knot of Isis
    MM
    Item 3
    Traits:
    Trigger
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.
    Peasant Tombs Card 5:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Peasant Tombs Card 6:
    Insanity Mist
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
    Peasant Tombs Card 7:
    Guardian Scroll
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
    Peasant Tombs Card 8:
    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.
    Peasant Tombs Card 9:
    Acid Mantis
    MM
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
    Peasant Tombs Card 10:
    Staff of Uraeus
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Poison
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Charisma 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
    Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
    Peasant Tombs Card 11:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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: Kasmir/Bigguyinblack, None
    Mausoleum Card 1:
    Reed Moccasin
    MM
    Ally 3
    Traits:
    Animal
    Elemental
    Acid
    Poison
    To Acquire:
    Wisdom
    Survival 10
    Recharge this card to add 1d10 to your Stealth non-combat check.
    Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
    Mausoleum Card 2:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mausoleum Card 3:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Mausoleum Card 4:
    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.
    Mausoleum Card 5:
    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.
    Mausoleum Card 6:
    Enchanter
    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.
    Mausoleum Card 7:
    Spellbottle
    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.
    Mausoleum Card 8:
    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.
    Mausoleum Card 9:
    Good Omen
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Mausoleum Card 10:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Mausoleum Card 11:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    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: Aric/Gimry, None
    Ruined Temple Card 1:
    Clockwork Menial
    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.
    Ruined Temple Card 2:
    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.
    Ruined Temple Card 3:
    Scroll of Thoth
    MM
    Item 1
    Traits:
    Trigger
    Object
    Magic
    Thoth
    To Acquire:
    Knowledge
    Wisdom
    Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.
    Ruined Temple Card 4:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
    Ruined Temple Card 5:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Ruined Temple Card 6:
    Muhlia al-Jakri
    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.
    Ruined Temple Card 7:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ruined Temple Card 8:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ruined Temple Card 9:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Ruined Temple Card 10:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
    Ruined Temple Card 11:
    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.


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Bastet
    Hour Power:No effect.
    Location: Ruined Temple
    Location Power:When you play a card that has the Divine trait, bury it.
    Adventure Powers:

  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario Powers:
  • When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
  • When a henchman is undefeated, discard the top card of the blessings deck.

    Start of Turn: Switch to Red Raven
    Swap Neferekhu with Lockpick Shield

    End of Move Examine - Clockwork Menial
    After Examine: Switch to Aric

    Clockwork Menial:

    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.

    Auto Fail this

    Recharge Psych to examine/explore - Blessing of Pharasma
    After Examine: Stay as Aric

    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.

    Intelligence 5: 1d8 ⇒ 5

    Roll Details:

    Intelligence - 1d8

    Acquiring a boon lets me examine - Scroll of Thoth TRIGGER
    After Examine: Stay as Aric
    No TRIGGER Effect

    Bury Pharasma to explore again

    Scroll of Thoth:

    MM
    Item 1
    Traits:
    Trigger
    Object
    Magic
    Thoth
    To Acquire:
    Knowledge
    Wisdom
    Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

    Knowledge 7: 1d8 + 2 ⇒ (3) + 2 = 5

    Roll Details:

    Knowledge - 1d8+2

    As I enter the Ruined temple looking for the assassin, I notice an automaton slowly cleaning a framed scroll. Unfortunately, as I enter the room the automaton is startled and it knocks the scroll off the wall and into the fire basin below. Not particularly smart of a temple to have a scroll hanging on a wall above a fire pit, but maybe that's why it's ruined?

    The automaton quickly heads off to get out of the scene of the crime before it's too late.

    "

    Aric wrote:

    Hand: Neferekhu, Red Leathers, Thieves' Tools, Spyglass, Blessing of Zon-Kuthon, Blessing of the Ancients,

    Displayed:
    Current Location: Ruined Temple
    Kit: Lockpick Shield, Hypnotist's Locket, Mask of the Red Raven,
    Deck: 12 Discard: 0 Buried: 1
    NOTES:
    Other: Paizo Re-Roll Used for 4-3E? N
    Hero Points: 4

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shadowless Sword, Marianix Karn, Scorpion Whip, Billy (Evangelist), Blessing of the Spy, Sorrowsoul, Vreva Jhafae, Menacing Backsword +1, Lookout, Quick-Change Mask, Shadowless Sword (1)
    Recharged: Psych (Psychic Detective),
    Discard Pile:
    Buried Pile: Blessing of Pharasma,

    Skills and Powers:
    SKILLS
    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

    Spoiler:
    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.)

    "

    End of Turn Summary
    Banished Cards 1 and 3 from the Ruined Temple
    Acquired Card 2 of the Ruined Temple


  • deck handler

    Blessing of the Elements in effect. Send Bound Imp (Core) to recovery to draw 2 cards: Staff of Minor Healing (Core) and Good Omen (Core).

    Mausoleum Card 1: Reed Moccasin:

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

    wisdom 10 casting Good Omen (Core): 1d8 + 1d6 + 3 ⇒ (7) + (5) + 3 = 15

    Discard Reed Moccasin to examine the next card: Warrior Dolls. Choose not to explore. Cast Locate Object (Core). Card 3 Conflagration Trigger, card 4 Blessing of Thoth. Encounter it.

    Conflagration displayed next to: 1d6 ⇒ 4 Location #4: Peasant Tombs

    Mausoleum Card 4: 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.

    knowledge 10: 1d10 + 5 ⇒ (9) + 5 = 14

    Recharge Staff of Minor Healing (Core) to heal for 1. Recharge Leech for no effect.

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Bound Imp (Core): Arcane 8: 1d10 + 5 ⇒ (2) + 5 = 7 -> Bound Imp (Core) recharged. Recharge Mahga Threefingers to add 3.
    Good Omen (Core): Arcane 8: 1d10 + 5 ⇒ (2) + 5 = 7 -> Good Omen (Core) discarded.
    Locate Object (Core): Arcane 8: 1d10 + 5 ⇒ (6) + 5 = 11 -> Locate Object (Core) recharged.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: The Foreign Trader, Cure, Lightning Bolt (Core), Blessing of Thoth, Game of Afterlife, Reed Moccasin, Staff of Minor Healing (Core),

    Displayed: Daji,
    Deck: 13 Discard: 1 Buried: 0
    "Current Location: Mausoleum
    Hero Points: 5"
    "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.

    Game of Afterlife: Bury this card to banish a displayed card that has the Curse trait.

    Blessing of Thoth: Discard this card to add 1 die and the Cold trait to any check.

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Protection (Core), The Midwife, Chain Lightning (Core), Frost Ray (Core), Major Cure, Acid Burst, Blessing of the Elements, The Marriage, Imp
    Recharged: Leech, Mahga Threefingers, Bound Imp (Core), Locate Object (Core),
    Discard Pile: Good Omen (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.

    Mausoleum Cards 1 and 4 acquired. Card 3 displayed next to Peasant Tombs. Location shuffled.


    During This Adventure:

  • The scourge die is 1d6 + 1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Deck handler

    Scourge List:

    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:

  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Setup:

    * After building the location decks, shuffle the henchman Conflagration into each.
    * When creating the blessings deck, replace 5 blessings with Sandstorm villains.

    Additional Rules:

    Muhlia al-Jakri:

    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.
    Voices of the Spire:

    Henchman
    Type: Monster
    Traits: Human Inquisitor Veteran
    To Defeat: Combat 8 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief:

    Henchman
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls:

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

    Henchman
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sandstorm:

    Villain
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Scenario Level (#): 3

    Turn: 3, NokNok/Matsu_Kurisu

    Random Cards:

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

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

    Spoiler:
    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.

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

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

    Barriers
    Spoiler:
    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.

    Spoiler:
    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

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

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


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

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

    Spoiler:
    Greatclub +1
    MM
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

    Spells
    Spoiler:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Heat Metal
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

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

    Spoiler:
    Detect Undead
    MM
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 5
    During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Spoiler:
    Locate Object
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Mistmail
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    Alchemist's Shield
    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.

    Spoiler:
    Alchemist's Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.

    Items
    Spoiler:
    Embalming Fluid
    MM
    Item 1
    Traits:
    Liquid
    Cold
    Poison
    Alchemical
    To Acquire:
    Intelligence
    Craft
    Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

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

    Spoiler:
    Staff of Minor Healing
    MM
    Item 1
    Traits:
    Staff
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge a random card from his discard pile.

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

    Spoiler:
    Scroll of Thoth
    MM
    Item 1
    Traits:
    Trigger
    Object
    Magic
    Thoth
    To Acquire:
    Knowledge
    Wisdom
    Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

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

    Spoiler:
    Clockwork Menial
    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.

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

    Spoiler:
    Minnothet
    MM
    Ally 2
    Traits:
    Human
    Shopkeeper
    Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

    Spoiler:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.

    Blessings
    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

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

    Spoiler:
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Current Hour:

    Blessing of the Ancients:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 5 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Zetha/WilderRedbeard
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Aric/Gimry:
    Spoiler:
    Hourglass Card 6 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 8 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 9 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 9 Zetha/WilderRedbeard
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 10 Aric/Gimry:
    Spoiler:
    Hourglass Card 10 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 11 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Kasmir/Bigguyinblack
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 12 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 NokNok/Matsu_Kurisu
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 13 Zetha/WilderRedbeard
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 14 Aric/Gimry:
    Spoiler:
    Hourglass Card 14 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 15 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Kasmir/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 16 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 17 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 17 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 18 Aric/Gimry:
    Spoiler:
    Hourglass Card 18 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 19 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 20 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 21 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 21 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 22 Aric/Gimry:
    Spoiler:
    Hourglass Card 22 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 23 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Kasmir/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 25 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 25 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 26 Aric/Gimry:
    Spoiler:
    Hourglass Card 26 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 Kasmir/Bigguyinblack
    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.

    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: Zetha/WilderRedbeard, None

    Precious Mine Card 1:
    Hungry Fog
    MM
    Barrier 3
    Traits:
    Obstacle
    Magic
    Acid
    To Defeat:
    Wisdom
    Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Precious Mine Card 2:
    Staff of Revelations
    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.
    Precious Mine Card 3:
    Hand of the Guilty Man
    MM
    Item 2
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    Wisdom
    Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Precious Mine Card 4:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Precious Mine Card 5:
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Precious Mine Card 6:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Precious Mine Card 7:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Precious Mine Card 8:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Precious Mine Card 9:
    Shocking Scimitar +2
    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.
    Precious Mine Card 10:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Precious Mine Card 11:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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
    Quarry Card 1:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Quarry Card 2:
    Qasin
    MM
    Ally 2
    Traits:
    Outsider
    Psychopomp
    To Acquire:
    Charisma
    Diplomacy
    Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Quarry Card 3:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Quarry Card 4:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Quarry Card 5:
    Tooled Crocodile Skin
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Quarry Card 6:
    Bonecrusher Chieftain
    MM
    Monster 2
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Quarry Card 7:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Quarry Card 8:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Quarry Card 9:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Quarry Card 10:
    Flaming Spear +1
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Quarry Card 11:
    Djinn Favor Amulet
    MM
    Item 1
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 4
    OR Wisdom 7
    Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

    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: NokNok/Matsu_Kurisu, None
    Stonework Passages Card 1:
    Shock Glaive +1
    MM
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Stonework Passages Card 2:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Stonework Passages Card 3:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Stonework Passages Card 4:
    Sand Thief
    MM
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Elemental
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Stonework Passages Card 5:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
    Stonework Passages Card 6:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Stonework Passages Card 7:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Stonework Passages Card 8:
    Bone Lamellar
    MM
    Armor 1
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Stonework Passages Card 9:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.
    Stonework Passages Card 10:
    Brain Ooze
    MM
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
    If undefeated, discard a spell.
    Stonework Passages Card 11:
    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 #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:
    Conflagration (Displayed):

    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Peasant Tombs Card 1:
    Basif Iosep
    MM
    Ally 2
    Traits:
    Half-Elf
    Shopkeeper
    Aspis
    To Acquire:
    Charisma Diplomacy 6
    At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
    Discard this card to explore your location.
    Peasant Tombs Card 2:
    Curse of Teeth and Fleas
    MM
    Barrier 2
    Traits:
    Trigger
    Curse
    Magic
    To Defeat:
    Wisdom
    Survival
    Divine 10
    When you examine this card, banish it.
    If undefeated, display this card next to your deck.
    While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
    Peasant Tombs Card 3:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Peasant Tombs Card 4:
    Knot of Isis
    MM
    Item 3
    Traits:
    Trigger
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.
    Peasant Tombs Card 5:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Peasant Tombs Card 6:
    Insanity Mist
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
    Peasant Tombs Card 7:
    Guardian Scroll
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
    Peasant Tombs Card 8:
    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.
    Peasant Tombs Card 9:
    Acid Mantis
    MM
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
    Peasant Tombs Card 10:
    Staff of Uraeus
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Poison
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Charisma 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
    Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
    Peasant Tombs Card 11:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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: 0 Bl: 2 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, Warrior Dolls (shuffled), no Conflag.
    Mausoleum Card 1:
    Good Omen
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Mausoleum Card 2:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Mausoleum Card 3:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Mausoleum Card 4:
    Spellbottle
    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.
    Mausoleum Card 5:
    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.
    Mausoleum Card 6:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mausoleum Card 7:
    Enchanter
    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.
    Mausoleum Card 8:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.

    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: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Aric/Gimry, None
    Ruined Temple Card 1:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
    Ruined Temple Card 2:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Ruined Temple Card 3:
    Muhlia al-Jakri
    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.
    Ruined Temple Card 4:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ruined Temple Card 5:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ruined Temple Card 6:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Ruined Temple Card 7:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
    Ruined Temple Card 8:
    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.

  • Dark Archive

    Deck handler link

    Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,

    Out of turn updates

    Hour = 3 NokNok/Matsu_Kurisu: Blessing of the Ancients

    Start of Turn
    At: STONEWORK PASSAGES : M:2 B:3 W:1

    Give: No
    Move: #4 Peasant Tombs: M:2 B:2 W:2

    At This Location: After playing a boon that has the Fire trait, bury it.

    Free explore = 1: Basif Iosep, Ally 2: Charisma 6

    Spoiler:
    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.

    Charisma 1d8
    Charisma 6: 1d8 ⇒ 3 Banished

    Burry Harrow Deck, examine 3 and rearrange
    Peasant Tombs Card 2: Curse of Teeth and Fleas, Barrier 2: Trigger
    When you examine this card, banish it. - BANISHED

    Peasant Tombs Card 3: Conflagration, Henchman B: Trigger
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    Display at 1,2,3,5,6): 1d5 ⇒ 3 #3: Stonework Passages

    Peasant Tombs Card 4: Knot of Isis, Item 3: Trigger
    When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card. No blessing

    Recharge lt Sun Falcon Pectoral explore = 4: Knot of Isis, Item 3: Intelligence 11

    Spoiler:
    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.

    Intelligence 1d4, (#Monsters +1d4) +2+1d4, discard Master of Masters +2d4
    Intelligence 11: 1d4 + 2 + 1d4 + 2d4 ⇒ (2) + 2 + (2) + (4, 1) = 11 Acquired

    End of Turn
    Conflagration (Displayed):
    When you end your turn at this location, you are dealt 1 Fire damage.
    Nok-Nok.Damage recharge(ac Knot of Isis)

    Recovery

    Reset
    Recharge
    Discard
    Draw Blessing of the Spy, td Stained Glass Elemental, Shadowless Sword

    Summary
    Location = #4 Peasant Tombs:
    Acquired = 4: Knot of Isis
    Banished = 1: Basif Iosep, 2: Curse of Teeth and Fleas
    Examined =
    Displayed =
    Added =

    Location = #3: Stonework Passages: Random (1-11,C)
    Added = Peasant Tombs Card 3: Conflagration
    Banished =

    From Box =

    Give =
    Used =

    Other =

    "

    Nok-Nok wrote:

    Hand: lt Akhentepi's Armor, Shock Kukri, Blessing of the Spy, td Stained Glass Elemental, Shadowless Sword,

    Displayed:
    Deck: 13 Discard: 1 Buried: 1
    Hero Points: 3
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☐ +3
    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's Deck Handler

    The hour of Sandstorm
    Everyone moves & examines:
    Zetha's location: 1d6 ⇒ 3 Stonework Passages. Examine - Shock Glaive +1 (W1) - SHUFFLED.
    Aric's location: 1d6 ⇒ 4 Peasant Tombs. Examine - Basif Iosep (Al2) - SHUFFLED.
    Kasmir's location: 1d6 ⇒ 1 Precious Mine. Examine - Hungry Fog (Ba3) - Leave on top.
    Nok-Nok's location: 1d6 ⇒ 5 Mausoleum. Examine - Good Omen (Sp0) - SHUFFLED.
    Draw two new monsters from the box: Ubashki Swarm (M1) & Carrion Golem (M2).
    Move to Precious Mine.

    Display Ahtez. Display Phantom Steed.
    Explore:

    Hungry Fog:
    MM
    Barrier 3
    Traits:
    Obstacle
    Magic
    Acid
    To Defeat:
    Wisdom
    Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Banish Ubashki Swarm to use Stealth.
    Wisdom (Stealth) 10: 1d10 + 5 ⇒ (2) + 5 = 7 discard BoMaat to add 3. defeated

    Discard Dreamstalker to examine top card of Precious Mine then encounter it:

    Staff of Revelations:
    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.
    Display Eloquence.
    Arcane 10: 1d10 + 3 + 3 ⇒ (4) + 3 + 3 = 10 acquired

    Discard Metamorph to explore:

    Hand of the Guilty Man:
    MM
    Item 2
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    Wisdom
    Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
    Banish Carrion Golem to use Stealth.
    Wisdom (Stealth) 7: 1d10 + 5 ⇒ (2) + 5 = 7 acquired

    End turn. Recharge Hand of the Guilty Man to move to Quarry using Phantom Steed. Attempt recovery:
    Eloquence - Arcane 8: 1d10 + 3 ⇒ (8) + 3 = 11 recharged
    Reset hand.

    Zetha wrote:

    Hand: Invisibility (c), Augury (tr), Cockroach Coat, Bound Imp, Blessing of Achaekek, Staff of Revelations (acq),

    Displayed: Ahtez (Cohort), Phantom Steed,
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Quarry
    Unused Hero Points: 2
    NOTES:
    Available Support: Blessing available
    Other: Dice Re-Roll Used for 3E?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stone Skin, Create Spiked Pit, Staff of Minor Healing, Disable Mechanism (loot), Quick-Change Mask, Blessing of Pharasma, Riftwarden, Slip, Blessing of Abadar
    Recharged: Hand of the Guilty Man (acq), Eloquence,
    Discard Pile: Blessing of Maat (loot), Dreamstalker, Metamorph,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    Cohort AHTEZ:
    Cohort
    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.


    During This Adventure:

  • The scourge die is 1d6 + 1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Deck handler

    Scourge List:

    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:

  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Setup:

    * After building the location decks, shuffle the henchman Conflagration into each.
    * When creating the blessings deck, replace 5 blessings with Sandstorm villains.

    Additional Rules:

    Muhlia al-Jakri:

    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.
    Voices of the Spire:

    Henchman
    Type: Monster
    Traits: Human Inquisitor Veteran
    To Defeat: Combat 8 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief:

    Henchman
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls:

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

    Henchman
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sandstorm:

    Villain
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Scenario Level (#): 3

    Turn: 5, Aric/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Giant Crocodile
    MM
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 18
    If the check to defeat has the Cold trait, add 1d8.
    If undefeated, shuffle this card into a random open location.

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

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

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

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

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

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


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

    Spoiler:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

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

    Weapons
    Spoiler:
    Greatclub +1
    MM
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Returning Throwing Axe +1
    MM
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

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

    Spoiler:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Heat Metal
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Mistmail
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

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

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

    Items
    Spoiler:
    Effigy of Anubis
    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.

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

    Spoiler:
    Mumia
    MM
    Item 2
    Traits:
    Liquid
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft 8
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
    Banish this card to banish a displayed card that has the Curse trait.

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

    Spoiler:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.

    Allies
    Spoiler:
    Minnothet
    MM
    Ally 2
    Traits:
    Human
    Shopkeeper
    Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

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


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

    Spoiler:
    Neb-at
    MM
    Ally 1
    Traits:
    Human
    Smuggler
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

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

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

    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Spoiler:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Current Hour:

    Blessing of the Ancients:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Kasmir/Bigguyinblack
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 2 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 3 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 3 Zetha/WilderRedbeard
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Aric/Gimry:
    Spoiler:
    Hourglass Card 4 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 6 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 7 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 7 Zetha/WilderRedbeard
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 8 Aric/Gimry:
    Spoiler:
    Hourglass Card 8 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 9 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Kasmir/Bigguyinblack
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 10 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 NokNok/Matsu_Kurisu
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 11 Zetha/WilderRedbeard
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 12 Aric/Gimry:
    Spoiler:
    Hourglass Card 12 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Kasmir/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 14 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 15 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 15 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 16 Aric/Gimry:
    Spoiler:
    Hourglass Card 16 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 17 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 18 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 18 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 19 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 19 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 20 Aric/Gimry:
    Spoiler:
    Hourglass Card 20 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 21 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Kasmir/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 23 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 23 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 24 Aric/Gimry:
    Spoiler:
    Hourglass Card 24 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Kasmir/Bigguyinblack
    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.

    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: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Kasmir/Bigguyinblack, Hungry Fog (reloaded)

    Precious Mine Card 1:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Precious Mine Card 2:
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Precious Mine Card 3:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Precious Mine Card 4:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Precious Mine Card 5:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Precious Mine Card 6:
    Shocking Scimitar +2
    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.
    Precious Mine Card 7:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Precious Mine Card 8:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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: Zetha/WilderRedbeard, None
    Quarry Card 1:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Quarry Card 2:
    Qasin
    MM
    Ally 2
    Traits:
    Outsider
    Psychopomp
    To Acquire:
    Charisma
    Diplomacy
    Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Quarry Card 3:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Quarry Card 4:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Quarry Card 5:
    Tooled Crocodile Skin
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Quarry Card 6:
    Bonecrusher Chieftain
    MM
    Monster 2
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Quarry Card 7:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Quarry Card 8:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Quarry Card 9:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Quarry Card 10:
    Flaming Spear +1
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Quarry Card 11:
    Djinn Favor Amulet
    MM
    Item 1
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 4
    OR Wisdom 7
    Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

    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: Shock Glaive +1 (shuffled)
    Conflagration (Displayed):

    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Stonework Passages Card 1:
    Bone Lamellar
    MM
    Armor 1
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Stonework Passages Card 2:
    Sand Thief
    MM
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Elemental
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Stonework Passages Card 3:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.
    Stonework Passages Card 4:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Stonework Passages Card 5:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Stonework Passages Card 6:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Stonework Passages Card 7:
    Shock Glaive +1
    MM
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Stonework Passages Card 8:
    Brain Ooze
    MM
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
    If undefeated, discard a spell.
    Stonework Passages Card 9:
    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.
    Stonework Passages Card 10:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
    Stonework Passages Card 11:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    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: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Aric/Gimry, Dagger of Doubling (shuffled)
    Conflagration (Displayed):

    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Peasant Tombs Card 1:
    Staff of Uraeus
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Poison
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Charisma 10
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
    Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
    Peasant Tombs Card 2:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Peasant Tombs Card 3:
    Acid Mantis
    MM
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
    Peasant Tombs Card 4:
    Insanity Mist
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
    Peasant Tombs Card 5:
    Guardian Scroll
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
    Peasant Tombs Card 6:
    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.
    Peasant Tombs Card 7:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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: 0 Bl: 2 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, Warrior Dolls, Good Omen (shuffled), no Conflag.
    Mausoleum Card 1:
    Good Omen
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Mausoleum Card 2:
    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.
    Mausoleum Card 3:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Mausoleum Card 4:
    Enchanter
    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.
    Mausoleum Card 5:
    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.
    Mausoleum Card 6:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mausoleum Card 7:
    Spellbottle
    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.
    Mausoleum Card 8:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    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: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Ruined Temple Card 1:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
    Ruined Temple Card 2:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Ruined Temple Card 3:
    Muhlia al-Jakri
    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.
    Ruined Temple Card 4:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ruined Temple Card 5:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ruined Temple Card 6:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Ruined Temple Card 7:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
    Ruined Temple Card 8:
    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.


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of the Ancients
    Hour Power:No effect.
    Location: Peasant Tombs
    Location Power:When you play a boon that has the Fire trait, bury it.
    Adventure Powers:

  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario Powers:
  • When you choose not to attempt to acquire a boon, or when the result of your check to acquire a boon is 1, search the blessings deck until you find a blessing and shuffle it into your location deck.
  • When a henchman is undefeated, discard the top card of the blessings deck.

    Start of Turn: Switch to Red Raven
    Swap Lockpick Shield with Thieves Tools

    Conflagration:

    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Disable 12(9+3): 2d10 + 2 ⇒ (6, 7) + 2 = 15

    Roll Details:

    Lockpick Shield - 2d10+2

    End of Move Examine - Staff of Uraeus
    After Examine: Switch to Aric

    Staff of Uraeus:

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

    Charisma 10: 1d10 + 3 ⇒ (2) + 3 = 5

    Roll Details:

    Charisma - 1d10+3

    Discard Spyglass to examine top 2 cards
    Card 2- Dagger of Doubling
    Card 3 - Acid Mantis (TRIGGER!)
    Swap Neferekhu with Hynotists Locket

    Trigger Damage: 1d4 ⇒ 2
    Discard my two blessings

    Acid Mantis:

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

    Combat 9: 1d10 + 6 + 1d8 ⇒ (3) + 6 + (4) = 13

    Roll Details:

    Combat(Diplomacy) - 1d10+6
    Hypnotist's Locket - 1d8

    "

    Aric wrote:

    Hand: Shadowless Sword (1), Shadowless Sword, Scorpion Whip, Menacing Backsword +1, Red Leathers, Lookout,

    Displayed:
    Current Location: Peasant Tombs
    Kit: Thieves' Tools, Neferekhu, Mask of the Red Raven,
    Deck: 8 Discard: 4 Buried: 1
    NOTES:
    Other: Paizo Re-Roll Used for 4-3E? N
    Hero Points: 4

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Marianix Karn, Quick-Change Mask, Sorrowsoul, Billy (Evangelist), Blessing of the Spy, Vreva Jhafae
    Recharged: Psych (Psychic Detective), Lockpick Shield,
    Discard Pile: Spyglass, Blessing of Zon-Kuthon, Blessing of the Ancients, Hypnotist's Locket,
    Buried Pile: Blessing of Pharasma,

    Skills and Powers:
    SKILLS
    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

    Spoiler:
    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.)

    "

    End of Turn Summary
    Banished Cards 1 and 3 from the Peasant Tombs
    Examined Card 2 of the Peasant Tombs


  • During This Adventure:

  • The scourge die is 1d6 + 1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Deck handler

    Scourge List:

    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:

  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Setup:

    * After building the location decks, shuffle the henchman Conflagration into each.
    * When creating the blessings deck, replace 5 blessings with Sandstorm villains.

    Additional Rules:

    Muhlia al-Jakri:

    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.
    Voices of the Spire:

    Henchman
    Type: Monster
    Traits: Human Inquisitor Veteran
    To Defeat: Combat 8 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief:

    Henchman
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls:

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

    Henchman
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sandstorm:

    Villain
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Scenario Level (#): 3

    Turn: 6, Kasmir/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Sun Falcon
    MM
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.

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

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

    Spoiler:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

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

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

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

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

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

    Spoiler:
    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.

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

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

    Spoiler:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spells
    Spoiler:
    Heat Metal
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Spoiler:
    Stone Skin
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

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

    Spoiler:
    Locate Object
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.

    Spoiler:
    Bone Lamellar
    MM
    Armor 1
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Alchemist's Shield
    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.

    Spoiler:
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Black Marsh Spider Venom
    MM
    Item 2
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 8
    If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.

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

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

    Spoiler:
    Effigy of Anubis
    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.

    Spoiler:
    Deliquescent Gloves
    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.

    Allies
    Spoiler:
    Ptemenib
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    Recharge this card to examine the top card of up to 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

    Spoiler:
    Azaz Arafe and Zazu
    MM
    Ally 1
    Traits:
    Human
    Evoker
    AND
    Animal
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 7
    If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check by a character at your location.
    Discard this card to explore your location.

    Spoiler:
    Cleric of Nethys
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.

    Spoiler:
    The Viper
    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.

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

    Blessings
    Spoiler:
    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.

    Spoiler:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Spoiler:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Current Hour:

    Blessing of Isis:
    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.

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 2 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 2 Zetha/WilderRedbeard
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Aric/Gimry:
    Spoiler:
    Hourglass Card 3 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 6 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 6 Zetha/WilderRedbeard
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 7 Aric/Gimry:
    Spoiler:
    Hourglass Card 7 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 8 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Kasmir/Bigguyinblack
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 9 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 9 NokNok/Matsu_Kurisu
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 10 Zetha/WilderRedbeard
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 11 Aric/Gimry:
    Spoiler:
    Hourglass Card 11 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 12 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Kasmir/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 13 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 13 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 14 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 14 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 15 Aric/Gimry:
    Spoiler:
    Hourglass Card 15 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 16 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 17 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 17 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 18 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 18 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 19 Aric/Gimry:
    Spoiler:
    Hourglass Card 19 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 20 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Kasmir/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 21 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 22 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 22 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 23 Aric/Gimry:
    Spoiler:
    Hourglass Card 23 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 Kasmir/Bigguyinblack
    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.

    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: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Kasmir/Bigguyinblack,

    Precious Mine Card 1:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Precious Mine Card 2:
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Precious Mine Card 3:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Precious Mine Card 4:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Precious Mine Card 5:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Precious Mine Card 6:
    Shocking Scimitar +2
    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.
    Precious Mine Card 7:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Precious Mine Card 8:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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: Zetha/WilderRedbeard, None
    Quarry Card 1:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Quarry Card 2:
    Qasin
    MM
    Ally 2
    Traits:
    Outsider
    Psychopomp
    To Acquire:
    Charisma
    Diplomacy
    Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Quarry Card 3:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Quarry Card 4:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Quarry Card 5:
    Tooled Crocodile Skin
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Quarry Card 6:
    Bonecrusher Chieftain
    MM
    Monster 2
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Quarry Card 7:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Quarry Card 8:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Quarry Card 9:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Quarry Card 10:
    Flaming Spear +1
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Quarry Card 11:
    Djinn Favor Amulet
    MM
    Item 1
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 4
    OR Wisdom 7
    Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

    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: Shock Glaive +1 (shuffled)
    Conflagration (Displayed):

    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Stonework Passages Card 1:
    Bone Lamellar
    MM
    Armor 1
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Stonework Passages Card 2:
    Sand Thief
    MM
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Elemental
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Stonework Passages Card 3:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.
    Stonework Passages Card 4:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Stonework Passages Card 5:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Stonework Passages Card 6:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Stonework Passages Card 7:
    Shock Glaive +1
    MM
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Stonework Passages Card 8:
    Brain Ooze
    MM
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
    If undefeated, discard a spell.
    Stonework Passages Card 9:
    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.
    Stonework Passages Card 10:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
    Stonework Passages Card 11:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    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: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Aric/Gimry, Dagger of Doubling (reloaded)
    Peasant Tombs Card 1 (Dagger of Doubling):
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Peasant Tombs Card 2:
    Insanity Mist
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.
    Peasant Tombs Card 3:
    Guardian Scroll
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
    Peasant Tombs Card 4:
    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.
    Peasant Tombs Card 5:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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: 0 Bl: 2 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, Warrior Dolls, Good Omen (shuffled), no Conflag.
    Mausoleum Card 1:
    Good Omen
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Mausoleum Card 2:
    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.
    Mausoleum Card 3:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Mausoleum Card 4:
    Enchanter
    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.
    Mausoleum Card 5:
    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.
    Mausoleum Card 6:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mausoleum Card 7:
    Spellbottle
    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.
    Mausoleum Card 8:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    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: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Ruined Temple Card 1:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
    Ruined Temple Card 2:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Ruined Temple Card 3:
    Muhlia al-Jakri
    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.
    Ruined Temple Card 4:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ruined Temple Card 5:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ruined Temple Card 6:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Ruined Temple Card 7:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
    Ruined Temple Card 8:
    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.


  • deck handler

    Blessing of Isis in effect.

    Move to Mausoleum.

    Mausoleum Card 1: Good Omen:

    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Arcane 6 auto acquire. recharge Staff of Minor Healing (Core) to heal for 1. Discard Reed Moccasin to examine the next card: Blessing of Pharasma. Explore.

    Mausoleum Card 2: 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.

    Arcane 5 auto acquire. Discard Blessing of Pharasma to explore.

    Mausoleum Card 3: The Evil Eye:

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

    arcane 6 +6 discarding The Foreign Trader to bless and add my intelligence die: 2d10 + 1d10 + 5 ⇒ (7, 2) + (3) + 5 = 17

    Cure myself: 1d4 + 1 ⇒ (4) + 1 = 5

    Kasmir wrote:

    Hand: Lightning Bolt (Core), Good Omen, Blessing of Thoth, Game of Afterlife,

    Displayed: Daji,
    Deck: 18 Discard: 1 Buried: 0
    "Current Location: Mausoleum
    Hero Points: 5"
    "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.

    Game of Afterlife: Bury this card to banish a displayed card that has the Curse trait.

    Blessing of Thoth: Discard this card to add 1 die and the Cold trait to any check.

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Leech, Bound Imp (Core), Acid Burst, The Foreign Trader, Good Omen (Core), The Midwife, Ring of Protection (Core), Staff of Minor Healing (Core), Frost Ray (Core), Reed Moccasin, Blessing of Pharasma, The Marriage, Major Cure, Blessing of the Elements, Chain Lightning (Core), Locate Object (Core), Mahga Threefingers, Imp
    Recharged:
    Discard Pile: Cure,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.

    Mausoleum cards 1 and 2 acquired. Card 3 banished.


    Nok-Nok's hour is sandstorm.

    NokNok's new location: 1d6 ⇒ 4: Peasant Tombs. Top card: Dagger of Doubling. Shuffled.
    Zetha's new location: 1d6 ⇒ 2: Quarry. Top card: Corridor Dart Trap.
    Aric's new location: 1d6 ⇒ 3: Stonework Passages. Top card: Bone Lamellar. Shuffled.
    Kasmir's new location: 1d6 ⇒ 1: Precious Mine. Top card: Ghost Battling Ring. Shuffled.

    During This Adventure:

  • The scourge die is 1d6 + 1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Deck handler

    Scourge List:

    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:

  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Setup:

    * After building the location decks, shuffle the henchman Conflagration into each.
    * When creating the blessings deck, replace 5 blessings with Sandstorm villains.

    Additional Rules:

    Muhlia al-Jakri:

    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.
    Voices of the Spire:

    Henchman
    Type: Monster
    Traits: Human Inquisitor Veteran
    To Defeat: Combat 8 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief:

    Henchman
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls:

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

    Henchman
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sandstorm:

    Villain
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Scenario Level (#): 3

    Turn: 7, NokNok/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Dark Stalker
    MM
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

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

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

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

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

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

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

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

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

    Spoiler:
    Curse of Teeth and Fleas
    MM
    Barrier 2
    Traits:
    Trigger
    Curse
    Magic
    To Defeat:
    Wisdom
    Survival
    Divine 10
    When you examine this card, banish it.
    If undefeated, display this card next to your deck.
    While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

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

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

    Spoiler:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

    Spells
    Spoiler:
    Heat Metal
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

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

    Spoiler:
    Sands of Time
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

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

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

    Armors
    Spoiler:
    Alchemist's Shield
    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.

    Spoiler:
    Advocate's 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.

    Spoiler:
    Day Star Half-Plate
    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.

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

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

    Items
    Spoiler:
    Anubis Staff
    MM
    Item 1
    Traits:
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis
    To Acquire:
    Arcane
    Divine 6
    For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
    Bury this card to evade a monster you encounter that has the Undead trait.

    Spoiler:
    Staff of Minor Healing
    MM
    Item 1
    Traits:
    Staff
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge a random card from his discard pile.

    Spoiler:
    Deliquescent Gloves
    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.

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

    Spoiler:
    Black Marsh Spider Venom
    MM
    Item 2
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 8
    If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.

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

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

    Spoiler:
    Black Kiss
    MM
    Ally 1
    Traits:
    Half-Elf
    Alchemist
    Hireling
    Aspis
    To Acquire:
    Intelligence
    Craft
    Charisma
    Diplomacy 10
    If you fail to acquire this card, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
    Discard this card to explore your location.

    Spoiler:
    Neb-at
    MM
    Ally 1
    Traits:
    Human
    Smuggler
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Spoiler:
    Khelru
    MM
    Ally 1
    Traits:
    Human
    Cleric
    To Acquire:
    Knowledge
    Divine
    Charisma
    Diplomacy 9
    If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location deck, then you may then explore your location.

    Blessings
    Spoiler:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

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

    Spoiler:
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Spoiler:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

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

    Current Hour:

    Blessing of Isis:
    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.

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 5 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Zetha/WilderRedbeard
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 6 Aric/Gimry:
    Spoiler:
    Hourglass Card 6 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 7 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Kasmir/Bigguyinblack
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 8 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 NokNok/Matsu_Kurisu
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 9 Zetha/WilderRedbeard
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 10 Aric/Gimry:
    Spoiler:
    Hourglass Card 10 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 11 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Kasmir/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 12 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 13 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 13 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 14 Aric/Gimry:
    Spoiler:
    Hourglass Card 14 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 15 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 16 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 17 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 17 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 18 Aric/Gimry:
    Spoiler:
    Hourglass Card 18 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 19 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Kasmir/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 21 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 21 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 22 Aric/Gimry:
    Spoiler:
    Hourglass Card 22 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Kasmir/Bigguyinblack
    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.

    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: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Kasmir/Bigguyinblack, Ghost Battling Ring

    Precious Mine Card 1:
    Shocking Scimitar +2
    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.
    Precious Mine Card 2:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Precious Mine Card 3:
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Precious Mine Card 4:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Precious Mine Card 5:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Precious Mine Card 6:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Precious Mine Card 7:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Precious Mine Card 8:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.

    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: Zetha/WilderRedbeard, Corridor Dart Trap (reloaded)
    Quarry Card 1 (Corridor Dart Trap):
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Quarry Card 2:
    Qasin
    MM
    Ally 2
    Traits:
    Outsider
    Psychopomp
    To Acquire:
    Charisma
    Diplomacy
    Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Quarry Card 3:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Quarry Card 4:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Quarry Card 5:
    Tooled Crocodile Skin
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Quarry Card 6:
    Bonecrusher Chieftain
    MM
    Monster 2
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Quarry Card 7:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Quarry Card 8:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Quarry Card 9:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Quarry Card 10:
    Flaming Spear +1
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Quarry Card 11:
    Djinn Favor Amulet
    MM
    Item 1
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 4
    OR Wisdom 7
    Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

    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: Aric/Gimry, Shock Glaive +1, Bone Lamellar (shuffled)
    Conflagration (Displayed):

    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Stonework Passages Card 1:
    Sand Thief
    MM
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Elemental
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Stonework Passages Card 2:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
    Stonework Passages Card 3:
    Shock Glaive +1
    MM
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Stonework Passages Card 4:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Stonework Passages Card 5:
    Brain Ooze
    MM
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
    If undefeated, discard a spell.
    Stonework Passages Card 6:
    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.
    Stonework Passages Card 7:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Stonework Passages Card 8:
    Bone Lamellar
    MM
    Armor 1
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Stonework Passages Card 9:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.
    Stonework Passages Card 10:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Stonework Passages Card 11:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    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: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, Dagger of Doubling (shuffled). No Conflag.
    Peasant Tombs Card 1:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Peasant Tombs Card 2:
    Guardian Scroll
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Peasant Tombs Card 5:
    Insanity Mist
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.

    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: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Warrior Dolls, Good Omen (shuffled), no Conflag.
    Mausoleum Card 1:
    Enchanter
    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.
    Mausoleum Card 2:
    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.
    Mausoleum Card 3:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mausoleum Card 4:
    Spellbottle
    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.
    Mausoleum Card 5:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    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: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Ruined Temple Card 1:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
    Ruined Temple Card 2:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Ruined Temple Card 3:
    Muhlia al-Jakri
    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.
    Ruined Temple Card 4:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ruined Temple Card 5:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ruined Temple Card 6:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Ruined Temple Card 7:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
    Ruined Temple Card 8:
    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.


  • deck handler

    Forgot to draw back up to hand size.

    Kasmir wrote:

    Hand: Lightning Bolt (Core), Good Omen, Blessing of Thoth, Game of Afterlife, The Foreign Trader, Ring of Protection (Core), Leech,

    Displayed: Daji,
    Deck: 15 Discard: 1 Buried: 0
    "Current Location: Precious Mine
    Hero Points: 5"
    "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.

    Game of Afterlife: Bury this card to banish a displayed card that has the Curse trait.

    The Foreign Trader: On a local non-combat check, discard to bless and add your Intelligence die. (1d10)

    Blessing of Thoth: Discard this card to add 1 die and the Cold trait to any check.

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chain Lightning (Core), Reed Moccasin, Blessing of the Elements, Good Omen (Core), Frost Ray (Core), Major Cure, Locate Object (Core), Imp, Blessing of Pharasma, Bound Imp (Core), The Marriage, The Midwife, Acid Burst, Staff of Minor Healing (Core), Mahga Threefingers
    Recharged:
    Discard Pile: Cure,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.

    Dark Archive

    Deck handler link

    Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,

    Out of turn updates

    Hour = 7 NokNok/Matsu_Kurisu: Blessing of Isis

    Start of Turn
    At: #4 Peasant Tombs: M:2 B:2 W:2

    Give: No
    Move: No

    At This Location: After playing a boon that has the Fire trait, bury it.

    Free explore = 1: Dagger of Doubling, Weapon 3: Dexterity 10

    Spoiler:
    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.

    Dexterity 1d8, (#Monsters +1d4) +2+1d4, discard Master of Masters +2d4
    Dexterity 10: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11 Acquired

    Discard Blessing of the Spy, explore +1d = 2: Guardian Scroll, Monster 1: Combat 11

    Spoiler:
    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.

    Reveal & recharge Shock Kukri 1d8+2+2d6+1d4, (#Barriers +1) +3, Blessing of the Spy +1d8
    Combat 11: 1d8 + 2 + 2d6 + 1d4 + 3 + 1d8 ⇒ (4) + 2 + (6, 4) + (4) + 3 + (2) = 25 Banished

    End of Turn

    Recovery

    Reset
    Recharge
    Discard
    Draw Blessing of Abadar

    Summary
    Location = #4 Peasant Tombs:
    Acquired = 1: Dagger of Doubling
    Banished = 2: Guardian Scroll
    Examined =
    Displayed =
    Added =

    Location =
    Added =
    Banished =

    From Box =

    Give =
    Used =

    Other =

    "

    Nok-Nok wrote:

    Hand: Shadowless Sword, ac Dagger of Doubling, lt Akhentepi's Armor, td Stained Glass Elemental, Blessing of Abadar,

    Displayed:
    Deck: 13 Discard: 2 Buried: 1
    Hero Points: 3
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☐ +3
    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

    "


    During This Adventure:

  • The scourge die is 1d6 + 1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Deck handler

    Scourge List:

    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:

  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Setup:

    * After building the location decks, shuffle the henchman Conflagration into each.
    * When creating the blessings deck, replace 5 blessings with Sandstorm villains.

    Additional Rules:

    Muhlia al-Jakri:

    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.
    Voices of the Spire:

    Henchman
    Type: Monster
    Traits: Human Inquisitor Veteran
    To Defeat: Combat 8 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief:

    Henchman
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls:

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

    Henchman
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sandstorm:

    Villain
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Scenario Level (#): 3

    Turn: 8, Zetha/WilderRedbeard

    Random Cards:

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

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

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

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

    Spoiler:
    Giant Crocodile
    MM
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 18
    If the check to defeat has the Cold trait, add 1d8.
    If undefeated, shuffle this card into a random open location.

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

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

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

    Spoiler:
    Curse of Teeth and Fleas
    MM
    Barrier 2
    Traits:
    Trigger
    Curse
    Magic
    To Defeat:
    Wisdom
    Survival
    Divine 10
    When you examine this card, banish it.
    If undefeated, display this card next to your deck.
    While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

    Spoiler:
    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

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

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

    Spoiler:
    Greatclub +1
    MM
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

    Spoiler:
    Heat Metal
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Spoiler:
    Symbol of Pain
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 11 check to recharge it instead.

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

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

    Armors
    Spoiler:
    Mistmail
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

    Items
    Spoiler:
    Scroll of Thoth
    MM
    Item 1
    Traits:
    Trigger
    Object
    Magic
    Thoth
    To Acquire:
    Knowledge
    Wisdom
    Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

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

    Spoiler:
    Embalming Fluid
    MM
    Item 1
    Traits:
    Liquid
    Cold
    Poison
    Alchemical
    To Acquire:
    Intelligence
    Craft
    Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

    Spoiler:
    Anubis Staff
    MM
    Item 1
    Traits:
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis
    To Acquire:
    Arcane
    Divine 6
    For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
    Bury this card to evade a monster you encounter that has the Undead trait.

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

    Allies
    Spoiler:
    Black Kiss
    MM
    Ally 1
    Traits:
    Half-Elf
    Alchemist
    Hireling
    Aspis
    To Acquire:
    Intelligence
    Craft
    Charisma
    Diplomacy 10
    If you fail to acquire this card, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
    Discard this card to explore your location.

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

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

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

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

    Blessings
    Spoiler:
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Spoiler:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

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

    Current Hour:

    Blessing of Pharasma:
    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.

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/Gimry:
    Spoiler:
    Hourglass Card 1 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 4 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 4 Zetha/WilderRedbeard
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 5 Aric/Gimry:
    Spoiler:
    Hourglass Card 5 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 6 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Kasmir/Bigguyinblack
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 7 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 NokNok/Matsu_Kurisu
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 8 Zetha/WilderRedbeard
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 9 Aric/Gimry:
    Spoiler:
    Hourglass Card 9 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 10 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Kasmir/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 11 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 12 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 12 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 Aric/Gimry:
    Spoiler:
    Hourglass Card 13 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 14 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 15 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 16 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 16 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 17 Aric/Gimry:
    Spoiler:
    Hourglass Card 17 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 18 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Kasmir/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 20 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 20 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 21 Aric/Gimry:
    Spoiler:
    Hourglass Card 21 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Kasmir/Bigguyinblack
    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.

    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: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Kasmir/Bigguyinblack, Ghost Battling Ring

    Precious Mine Card 1:
    Shocking Scimitar +2
    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.
    Precious Mine Card 2:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Precious Mine Card 3:
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Precious Mine Card 4:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Precious Mine Card 5:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Precious Mine Card 6:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Precious Mine Card 7:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Precious Mine Card 8:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.

    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: Zetha/WilderRedbeard, Corridor Dart Trap (reloaded)
    Quarry Card 1 (Corridor Dart Trap):
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Quarry Card 2:
    Qasin
    MM
    Ally 2
    Traits:
    Outsider
    Psychopomp
    To Acquire:
    Charisma
    Diplomacy
    Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Quarry Card 3:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Quarry Card 4:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Quarry Card 5:
    Tooled Crocodile Skin
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Quarry Card 6:
    Bonecrusher Chieftain
    MM
    Monster 2
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Quarry Card 7:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Quarry Card 8:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Quarry Card 9:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Quarry Card 10:
    Flaming Spear +1
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Quarry Card 11:
    Djinn Favor Amulet
    MM
    Item 1
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 4
    OR Wisdom 7
    Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

    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: Aric/Gimry, Shock Glaive +1, Bone Lamellar (shuffled)
    Conflagration (Displayed):

    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Stonework Passages Card 1:
    Sand Thief
    MM
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Elemental
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Stonework Passages Card 2:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
    Stonework Passages Card 3:
    Shock Glaive +1
    MM
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
    Stonework Passages Card 4:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Stonework Passages Card 5:
    Brain Ooze
    MM
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
    If undefeated, discard a spell.
    Stonework Passages Card 6:
    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.
    Stonework Passages Card 7:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Stonework Passages Card 8:
    Bone Lamellar
    MM
    Armor 1
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Stonework Passages Card 9:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.
    Stonework Passages Card 10:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Stonework Passages Card 11:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    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: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, No Conflag.
    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Peasant Tombs Card 3:
    Insanity Mist
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.

    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: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Warrior Dolls, Good Omen (shuffled), no Conflag.
    Mausoleum Card 1:
    Enchanter
    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.
    Mausoleum Card 2:
    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.
    Mausoleum Card 3:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mausoleum Card 4:
    Spellbottle
    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.
    Mausoleum Card 5:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    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: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Ruined Temple Card 1:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
    Ruined Temple Card 2:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Ruined Temple Card 3:
    Muhlia al-Jakri
    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.
    Ruined Temple Card 4:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ruined Temple Card 5:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ruined Temple Card 6:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Ruined Temple Card 7:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
    Ruined Temple Card 8:
    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.


  • Zetha's Deck Handler

    The hour of Pharasma
    Draw two new monsters from the box: Burning Child (M3) & Vanth (M2).
    Remain at Quarry.

    Display Cockroach Coat.
    Display Bound Imp to draw 2 cards: Staff of Minor Healing & BoAbadar.
    Recharge Staff of Minor Healing to heal a random discarded card: Dreamstalker.

    Explore:

    Corridor Dart Trap:
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Stealth 6+##=12: 1d10 + 5 + 1d4 ⇒ (4) + 5 + (3) = 12 defeated

    Send Augury to recovery and name Monster to examine the top 3 cards: Qasin (Al2), Collapsing Hallways (Ba3) & Frost Sling (W1).
    Quarry location shuffled.

    Discard BoAchaekek to explore random top card: 1 + 1d10 ⇒ 1 + (9) = 10

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

    Reveal Staff of Revelations and recharge Invisibility to examine the top two cards of Quarry:
    Top card (ignore 10): 1d10 + 1 ⇒ (6) + 1 = 7 Caravan Raider (M0)
    Top card (ignore 7 & 10): 1d10 + 1 ⇒ (9) + 1 = 10
    Top card (ignore 7 & 10): 1d10 + 1 ⇒ (1) + 1 = 2 Qasin (Al2)

    Discard BoAbadar to explore:

    Caravan Raider:
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Ahtez attacks!
    Combat 9+#=12: 1d10 + 5 + 3 + 1d6 ⇒ (1) + 5 + 3 + (5) = 14 defeated

    Recharge Burning Child to use Phantom Steed and move to Precious Mine.
    End turn. Attempt recovery, banishing Vanth to use Stealth:
    Augury - Arcane 8: 1d10 + 5 + 1d4 ⇒ (6) + 5 + (2) = 13 recharged
    Reset hand.

    Zetha wrote:

    Hand: Create Spiked Pit, Disable Mechanism (loot), Staff of Minor Healing, Slip, Staff of Revelations (acq), Burning Child (M3),

    Displayed: Ahtez (Cohort), Phantom Steed, Cockroach Coat, Bound Imp,
    Deck: 9 Discard: 4 Buried: 0
    Current Location: Precious Mine
    Unused Hero Points: 2
    NOTES:
    Available Support: Disable Mechanism available
    Other: Dice Re-Roll Used for 3E?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Riftwarden, Hand of the Guilty Man (acq), Quick-Change Mask, Eloquence, Stone Skin, Dreamstalker
    Recharged: Invisibility (c), Augury (tr),
    Discard Pile: Blessing of Maat (loot), Blessing of Achaekek, Metamorph, Blessing of Abadar,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    Cohort AHTEZ:
    Cohort
    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:
    Quarry cards 1, 7 & 10 banished.
    Card 2 is on top of Quarry, the rest of the location is shuffled.
    Zetha moves to Precious Mine.


    Aric Deck Handler

    "========================
    Aric starts his turn.
    Hour: Blessing of Nethys
    Hour Power:No effect.
    Location: Stonework Passages
    Location Power:Damage dealt to you is reduced by 1.
    Adventure Powers:

  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario Powers:
  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Start of Turn: Switch to Red Raven

    Conflagration (Displayed):

    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Dexterity 12(9+3): 1d10 + 3 + 1d10 + 1d10 ⇒ (7) + 3 + (1) + (8) = 19

    Roll Details:

    Dexterity - 1d10+3
    Double Blessed - 1d10+1d10

    Use Nok-Noks Abadar to double bless

    End of Move Examine - Sand Thief
    Swap Shadowless Sword with Neferekhu

    Elect to encounter him during my move step

    Sand Thief:

    MM
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Elemental
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Perception 6: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7

    Roll Details:

    Perception - 1d8+2
    Lookout - 1d6

    Melee Difficulty Increase: 1d6 ⇒ 5

    Combat 18(13+5): 1d10 + 6 + 1d8 ⇒ (10) + 6 + (8) = 24

    Roll Details:

    Combat(Melee) - 1d10+6
    Scorpion Whip - 1d8

    Wisdom 8: 1d8 + 1d6 + 3 ⇒ (6) + (6) + 3 = 15

    Roll Details:

    Wisdom - 1d8
    Good Omen - 1d6+3

    Use Rivani's Good Omen

    On Closing examine top of Ruined Temple - Memories of Violence TRIGGER

    Memories of Violence:

    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

    Display it next to my deck
    After Examine: Switch to Aric

    "That sandstorm has thrown me off again! How did I end up in these passages of stone?"

    As the storm subsides, I notice that I ended up in the middle of a conflagration. As I deftly dodge the flames, I spy m target down one of the passages. Without a sound, I sneak up and take care of the rotten thief. However, as I do, some strange magic engulfs my mind and the memories of a thousand acts of violence come rushing back.

    I quickly grab my head, frantically trying to shake the memories, but to no avail.

    "

    Aric wrote:

    Hand: Shadowless Sword, Scorpion Whip, Menacing Backsword +1, Red Leathers, Neferekhu, Lookout,

    Displayed: Memories of Violence,
    Current Location: Stonework Passages
    Kit: Thieves' Tools, Shadowless Sword (1), Mask of the Red Raven,
    Deck: 8 Discard: 4 Buried: 1
    NOTES:
    Other: Paizo Re-Roll Used for 4-3E? N
    Hero Points: 4

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Billy (Evangelist), Marianix Karn, Quick-Change Mask, Blessing of the Spy, Sorrowsoul, Vreva Jhafae
    Recharged: Psych (Psychic Detective), Lockpick Shield,
    Discard Pile: Spyglass, Blessing of Zon-Kuthon, Blessing of the Ancients, Hypnotist's Locket,
    Buried Pile: Blessing of Pharasma,

    Skills and Powers:
    SKILLS
    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

    Spoiler:
    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.)

    "

    End of Turn Summary
    Used Nok-Noks Abadar
    Closed the Stonework Passages
    Used Rivani's Good Omen
    Cleared top card of the Ruined Temple


  • deck handler

    During Aric's turn send Game of Afterlife to recovery to banish Memories of Violence.

    Kasmir attempts to recover all cards in their Recovery pile.
    Game of Afterlife: Arcane Int 8: 1d10 + 3 ⇒ (3) + 3 = 6 -> Game of Afterlife buried.

    Blessing of the Elements in effect.

    Mausoleum Card 1: Enchanter:

    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.

    Reveal Ring of Protection (Core) to prevent the BYA and AYA damage.

    combat 8 +3 casting Lightning Bolt (Core): 1d10 + 3d6 + 5 ⇒ (3) + (1, 3, 2) + 5 = 14

    recharge Leech to heal: 1d4 - 1 ⇒ (1) - 1 = 0

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Lightning Bolt (Core): Arcane 10: 1d10 + 5 ⇒ (1) + 5 = 6 -> Lightning Bolt (Core) discarded.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Bound Imp (Core), Good Omen, Blessing of Thoth, Acid Burst, The Foreign Trader, Ring of Protection (Core), Frost Ray (Core),

    Displayed: Daji,
    Deck: 13 Discard: 2 Buried: 1
    "Current Location: Mausoleum
    Hero Points: 5"
    "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 Foreign Trader: On a local non-combat check, discard to bless and add your Intelligence die. (1d10)

    Blessing of Thoth: Discard this card to add 1 die and the Cold trait to any check.

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Major Cure, The Marriage, The Midwife, Locate Object (Core), Good Omen (Core), Blessing of the Elements, Mahga Threefingers, Reed Moccasin, Imp, Chain Lightning (Core), Staff of Minor Healing (Core)
    Recharged: Leech,
    Discard Pile: Cure, Lightning Bolt (Core),
    Buried Pile: Game of Afterlife,
    "
    Skills and Powers:
    SKILLS
    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.

    Mausoleum Card 1 banished.

    Banished Aric's Memories of Violence.


    During This Adventure:

  • The scourge die is 1d6 + 1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Deck handler

    Scourge List:

    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:

  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Setup:

    * After building the location decks, shuffle the henchman Conflagration into each.
    * When creating the blessings deck, replace 5 blessings with Sandstorm villains.

    Additional Rules:

    Muhlia al-Jakri:

    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.
    Voices of the Spire:

    Henchman
    Type: Monster
    Traits: Human Inquisitor Veteran
    To Defeat: Combat 8 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief:

    Henchman
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls:

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

    Henchman
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sandstorm:

    Villain
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Scenario Level (#): 3

    Turn: 11, NokNok/Matsu_Kurisu

    Random Cards:

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

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

    Spoiler:
    Plague Zombie
    MM
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

    Spoiler:
    Enchanter
    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.

    Spoiler:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

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

    Spoiler:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.

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

    Spoiler:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.

    Spoiler:
    Curse of Teeth and Fleas
    MM
    Barrier 2
    Traits:
    Trigger
    Curse
    Magic
    To Defeat:
    Wisdom
    Survival
    Divine 10
    When you examine this card, banish it.
    If undefeated, display this card next to your deck.
    While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

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

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

    Spoiler:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.

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

    Spoiler:
    Returning Throwing Axe +1
    MM
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

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

    Spoiler:
    Heat Metal
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Spoiler:
    Speak with Dead
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Undead
    To Acquire:
    Wisdom
    Divine 4
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

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

    Spoiler:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.

    Spoiler:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Items
    Spoiler:
    Scroll of Thoth
    MM
    Item 1
    Traits:
    Trigger
    Object
    Magic
    Thoth
    To Acquire:
    Knowledge
    Wisdom
    Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

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

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

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

    Spoiler:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.

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

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

    Spoiler:
    Stained Glass Elemental
    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.

    Spoiler:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.

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

    Blessings
    Spoiler:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Spoiler:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Spoiler:
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Spoiler:
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Current Hour:

    Blessing of Isis:
    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.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Zetha/WilderRedbeard
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 6 Aric/Gimry:
    Spoiler:
    Hourglass Card 6 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 7 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Kasmir/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 8 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 9 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 10 Aric/Gimry:
    Spoiler:
    Hourglass Card 10 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 11 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 12 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 13 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 13 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 14 Aric/Gimry:
    Spoiler:
    Hourglass Card 14 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 15 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Kasmir/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 17 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 17 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 18 Aric/Gimry:
    Spoiler:
    Hourglass Card 18 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Kasmir/Bigguyinblack
    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.

    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: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Ghost Battling Ring

    Precious Mine Card 1:
    Shocking Scimitar +2
    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.
    Precious Mine Card 2:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Precious Mine Card 3:
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Precious Mine Card 4:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Precious Mine Card 5:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Precious Mine Card 6:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Precious Mine Card 7:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Precious Mine Card 8:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.

    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: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Zetha/WilderRedbeard, Qasin (reloaded), Collapsing Hallways, Frost Sling (both shuffled)
    Quarry Card 1 (Qasin):
    Qasin
    MM
    Ally 2
    Traits:
    Outsider
    Psychopomp
    To Acquire:
    Charisma
    Diplomacy
    Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Quarry Card 2:
    Tooled Crocodile Skin
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Quarry Card 3:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Quarry Card 4:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Quarry Card 5:
    Djinn Favor Amulet
    MM
    Item 1
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 4
    OR Wisdom 7
    Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.
    Quarry Card 6:
    Bonecrusher Chieftain
    MM
    Monster 2
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Quarry Card 7:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Quarry Card 8:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Location #3: Stonework Passages
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/Gimry,

    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: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, No Conflag.

    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Peasant Tombs Card 3:
    Insanity Mist
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage.

    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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, Warrior Dolls, Good Omen (shuffled), no Conflag.
    Mausoleum Card 1:
    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.
    Mausoleum Card 2:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mausoleum Card 3:
    Spellbottle
    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.
    Mausoleum Card 4:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    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: 0 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Ruined Temple Card 1:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Ruined Temple Card 2:
    Muhlia al-Jakri
    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.
    Ruined Temple Card 3:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ruined Temple Card 4:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ruined Temple Card 5:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Ruined Temple Card 6:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
    Ruined Temple Card 7:
    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.

  • Dark Archive

    Deck handler link

    Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,

    Out of turn updates
    Discard Blessing of Abadar for Aric

    Hour = 11 NokNok/Matsu_Kurisu: Blessing of Isis

    Start of Turn
    At: #4 Peasant Tombs: M:2 B:2 W:2

    Give: No
    Move: No

    At This Location: After playing a boon that has the Fire trait, bury it.

    Free explore = 1: Blessing of the Ancients, Blessing C: Divine 3

    Spoiler:
    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.

    Divine 3: 1d4 ⇒ 2 Recharge td Stained Glass Elemental +4 = 6. Acquired

    End of Turn

    Recovery

    Reset
    Recharge
    Discard
    Draw Priest of Abadar

    Summary
    Location = #4 Peasant Tombs:
    Acquired = 1: Blessing of the Ancients
    Banished =
    Examined =
    Displayed =
    Added =

    Location =
    Added =
    Banished =

    From Box =

    Give =
    Used =

    Other =

    "

    Nok-Nok wrote:

    Hand: Shadowless Sword, ac Dagger of Doubling, lt Akhentepi's Armor, ac Blessing of the Ancients, Priest of Abadar,

    Displayed:
    Deck: 13 Discard: 3 Buried: 1
    Hero Points: 3
    NOTES:
    Available Support: Distant: Please leave the blessing for close /guard only, unless its the only support available on the table
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☐ +3
    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's Deck Handler

    Bound Imp recovery from last turn:
    Arcane 8: 1d10 + 3 ⇒ (7) + 3 = 10 recharged

    The hour of Wadjet
    Draw two new monsters from the box: Rukh (M3) & Ice Elemental (M2).
    Remain at Quarry.

    Recharge Staff of Minor Healing to heal a random discarded card: Metamorph.
    Explore:

    Qasin:
    MM
    Ally 2
    Traits:
    Outsider
    Psychopomp
    To Acquire:
    Charisma
    Diplomacy
    Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Banish Ice Elemental to use Stealth. Cockroach Coat adds 1d4.
    Diplomacy 10: 1d10 + 5 + 1d4 ⇒ (2) + 5 + (2) = 9 failed & banished

    Discard Slip to examine top card of Quarry: Tooled Crocodile Skin.
    Fail Slip check and recharge Tooled Crocodile Skin into Quarry.
    Explore:

    Collapsing Hallways:
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Banish Rukh to use Stealth.
    Dexterity (Stealth) 9: 1d10 + 5 + 1d4 ⇒ (8) + 5 + (2) = 15 defeated
    Attempt to close location. Banish Burning Child to use Stealth for close check.
    Constitution (Stealth) 6+#=9: 1d10 + 5 + 1d4 ⇒ (9) + 5 + (4) = 18 success
    Quarry closed. No weapons to discard for WPC power.

    End turn. Recharge Create Spike Pit to use Phantom Steed to move to Precious Mine.
    Reset hand.

    Zetha wrote:

    Hand: Create Spiked Pit, Disable Mechanism (loot), Bound Imp, Hand of the Guilty Man (acq), Staff of Revelations (acq), Quick-Change Mask,

    Displayed: Ahtez (Cohort), Phantom Steed, Cockroach Coat,
    Deck: 9 Discard: 4 Buried: 0
    Current Location: Precious Mine
    Unused Hero Points: 2
    NOTES:
    Available Support: Disable Mechanism available
    Other: Dice Re-Roll Used for 3E?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Invisibility (c), Augury (tr), Riftwarden, Metamorph, Stone Skin, Staff of Minor Healing, Eloquence, Dreamstalker
    Recharged:
    Discard Pile: Blessing of Maat (loot), Blessing of Achaekek, Blessing of Abadar, Slip,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    Cohort AHTEZ:
    Cohort
    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, display Bound Imp to draw 2 cards: Augury & Invisibility.
    Bound Imp - Arcane 9: 1d10 + 3 ⇒ (1) + 3 = 4 buried


    Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Wadjet
    Hour Power:No effect.
    Location: Stonework Passages
    Location Power:Damage dealt to you is reduced by 1.
    Adventure Powers:

  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario Powers:
  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Start of Turn: Switch to Red Raven
    Move to Mausoleum
    End of Move Examine - Blessing of the Elements
    After Examine: Switch to Aric

    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.

    Charisma 6: 1d10 + 3 ⇒ (10) + 3 = 13

    Roll Details:

    Charisma - 1d10+3

    Recharge Lookout to examine - Warrior Dolls

    "

    Aric wrote:

    Hand: Shadowless Sword, Scorpion Whip, Menacing Backsword +1, Red Leathers, Neferekhu, Blessing of the Elements,

    Displayed:
    Current Location: Stonework Passages
    Kit: Thieves' Tools, Shadowless Sword (1), Mask of the Red Raven,
    Deck: 9 Discard: 4 Buried: 1
    NOTES:
    Other: Paizo Re-Roll Used for 4-3E? N
    Hero Points: 4

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Billy (Evangelist), Blessing of the Spy, Marianix Karn, Vreva Jhafae, Sorrowsoul, Quick-Change Mask
    Recharged: Psych (Psychic Detective), Lockpick Shield, Lookout,
    Discard Pile: Spyglass, Blessing of Zon-Kuthon, Blessing of the Ancients, Hypnotist's Locket,
    Buried Pile: Blessing of Pharasma,

    Skills and Powers:
    SKILLS
    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

    Spoiler:
    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.)

    "

    End of Turn Summary
    Acquired top card of Mausoleum
    Examined Card 2 of Mausoleum


  • deck handler

    During Aric's turn send Bound Imp (Core) to recovery to draw 2 cards: Major Cure and Imp. Display Imp to draw 2 cards: Mahga Threefingers and Reed Moccasin.

    Kasmir attempts to recover all cards in their Recovery pile.
    Bound Imp (Core): Arcane 8: 1d10 + 5 ⇒ (4) + 5 = 9 -> Bound Imp (Core) recharged.

    Hourglass Card 3 Kasmir/Bigguyinblack Sandstorm:

    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Kasmir moves to: 1d6 ⇒ 6 Ruined Temple/Knock location shuffled.
    NokNok moves to: 1d6 ⇒ 3 Stonework Passages closed.
    Zetha moves to: 1d6 ⇒ 1 Precious Mine/Shocking Scimitar +2 location shuffled.
    Aric moves to: 1d6 ⇒ 4 Peasant Tombs/Collapsing Hallways.

    At start of turn discard Acid Burst to draw Cure.

    Move to Peasant Tombs.

    Peasant Tombs Card 2: Collapsing Hallways:

    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    perception 11 discarding The Foreign Trader to bless and add my intelligence die: 2d8 + 1d10 + 2 ⇒ (1, 4) + (1) + 2 = 8

    product reroll on the d10: 1d10 ⇒ 3
    hero point: 2d8 + 1d10 + 2 ⇒ (8, 6) + (9) + 2 = 25

    Bury Cure to close the location.

    discard Frost Ray (Core) to heal Aric: 1d4 + 1 ⇒ (1) + 1 = 2

    use daji discarding Good Omen to heal my spells: 1d4 + 1 ⇒ (4) + 1 = 5

    Major Cure on Aric healing myself for 1: 1d4 + 1 ⇒ (4) + 1 = 5

    Kasmir wrote:

    Hand: The Foreign Trader, Ring of Protection (Core), Reed Moccasin, Blessing of Thoth, Mahga Threefingers, The Marriage, Good Omen (Core),

    Displayed: Daji,
    Deck: 12 Discard: 2 Buried: 2
    "Current Location: Peasant Tombs
    Hero Points: 4"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used
    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 Foreign Trader: On a local non-combat check, discard to bless and add your Intelligence die. (1d10)

    Blessing of Thoth: Discard this card to add 1 die and the Cold trait to any check.

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Midwife, Frost Ray (Core), Bound Imp (Core), Leech, Chain Lightning (Core), Staff of Minor Healing (Core), Acid Burst, Lightning Bolt (Core), Blessing of Pharasma, Blessing of the Elements, Locate Object (Core), Good Omen
    Recharged:
    Discard Pile: Imp, Major Cure,
    Buried Pile: Game of Afterlife, Cure,
    "
    Skills and Powers:
    SKILLS
    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.

    Peasant Tombs is closed.

    Aric is fully healed.

    Sandstorm went off so lots of moving and shuffles.


    During This Adventure:

  • The scourge die is 1d6 + 1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Deck handler

    Scourge List:

    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:

  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Setup:

    * After building the location decks, shuffle the henchman Conflagration into each.
    * When creating the blessings deck, replace 5 blessings with Sandstorm villains.

    Additional Rules:

    Muhlia al-Jakri:

    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.
    Voices of the Spire:

    Henchman
    Type: Monster
    Traits: Human Inquisitor Veteran
    To Defeat: Combat 8 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief:

    Henchman
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls:

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

    Henchman
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sandstorm:

    Villain
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Scenario Level (#): 3

    Turn: 15, NokNok/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Giant Crocodile
    MM
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 18
    If the check to defeat has the Cold trait, add 1d8.
    If undefeated, shuffle this card into a random open location.

    Spoiler:
    Enchanter
    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.

    Spoiler:
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

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

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

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

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

    Spoiler:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.

    Spoiler:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

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


    Weapons
    Spoiler:
    Returning Throwing Axe +1
    MM
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

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

    Spoiler:
    Shock Glaive +1
    MM
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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

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

    Spells
    Spoiler:
    Volcanic Storm
    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.

    Spoiler:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

    Spoiler:
    Heat Metal
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

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

    Spoiler:
    Speak with Dead
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Undead
    To Acquire:
    Wisdom
    Divine 4
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Armors
    Spoiler:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.

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

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

    Spoiler:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.

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

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

    Spoiler:
    Scroll of Thoth
    MM
    Item 1
    Traits:
    Trigger
    Object
    Magic
    Thoth
    To Acquire:
    Knowledge
    Wisdom
    Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

    Spoiler:
    Mumia
    MM
    Item 2
    Traits:
    Liquid
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft 8
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
    Banish this card to banish a displayed card that has the Curse trait.

    Spoiler:
    Effigy of Anubis
    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.

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

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

    Spoiler:
    Cleric of Nethys
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.

    Spoiler:
    Minnothet
    MM
    Ally 2
    Traits:
    Human
    Shopkeeper
    Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

    Spoiler:
    Neb-at
    MM
    Ally 1
    Traits:
    Human
    Smuggler
    To Acquire:
    Charisma
    Diplomacy 6
    Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Spoiler:
    Azaz Arafe and Zazu
    MM
    Ally 1
    Traits:
    Human
    Evoker
    AND
    Animal
    To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 7
    If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check by a character at your location.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    Spoiler:
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Spoiler:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Current Hour:

    Blessing of Abadar:
    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.

    Hours Remaining: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 6 Aric/Gimry:
    Spoiler:
    Hourglass Card 6 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 7 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 8 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 9 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 9 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 10 Aric/Gimry:
    Spoiler:
    Hourglass Card 10 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 11 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Kasmir/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 13 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 13 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 14 Aric/Gimry:
    Spoiler:
    Hourglass Card 14 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Kasmir/Bigguyinblack
    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.

    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: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Zetha/WilderRedbeard, Ghost Battling Ring, Shocking Scimitar +2 (both shuffled)

    Precious Mine Card 1:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Precious Mine Card 2:
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Precious Mine Card 3:
    Shocking Scimitar +2
    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.
    Precious Mine Card 4:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Precious Mine Card 5:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Precious Mine Card 6:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Precious Mine Card 7:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Precious Mine Card 8:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #2: Quarry
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #3: Stonework Passages
    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 #4: Peasant Tombs
    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 #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: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Warrior Dolls (reloaded), Good Omen (shuffled), no Conflag.

    Mausoleum Card 1 (Warrior Dolls):
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mausoleum Card 2:
    Spellbottle
    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.
    Mausoleum Card 3:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    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: 0 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Knock (shuffled)
    Ruined Temple Card 1:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
    Ruined Temple Card 2:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ruined Temple Card 3:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Ruined Temple Card 4:
    Muhlia al-Jakri
    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.
    Ruined Temple Card 5:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Ruined Temple Card 6:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ruined Temple Card 7:
    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.

  • Dark Archive

    Deck handler link

    Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,

    Out of turn updates

    Hour = 15 NokNok/Matsu_Kurisu: Blessing of Abadar

    Start of Turn
    At: Stonework Passages

    Give: No
    Move: Mausoleum: M:1 B:1 W:0

    At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.

    Free explore = 1: Warrior Dolls, Henchman 1: Combat 16(10+3+3)

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

    Reveal Shadowless Sword 1d8+2+1d8+2, (#Barriers+1) +2, Finesse +1d4, Discard ac Dagger of Doubling +2d4
    Combat 16/18: 1d8 + 2 + 1d8 + 2 + 2 + 1d4 + 2d4 ⇒ (6) + 2 + (4) + 2 + 2 + (3) + (4, 3) = 26 Banished.

    Location #5: Mausoleum
    When Closing: Summon and defeat the henchman Voices of the Spire.
    Voices of the Spire, Henchman: Combat 14(8+3+3)

    Spoiler:
    Type: Monster
    Traits: Human Inquisitor Veteran
    To Defeat: Combat 8 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.

    Reveal Shadowless Sword 1d8+2+1d8+2, (#Barriers+1) +2, Finesse +1d4, vs Summoned +1d8
    Combat 16/18: 1d8 + 2 + 1d8 + 2 + 2 + 1d4 + 1d8 ⇒ (8) + 2 + (5) + 2 + 2 + (1) + (4) = 24 Banished. suffer scourge Curse of Vulnerability.

    When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
    (Master of Masters, Blessing of the Spy, Blessing of Abadar)

    End of Turn

    Recovery

    Reset
    Recharge
    Discard
    Draw Burglar

    Summary
    Location = #5: Mausoleum CLOSED
    Acquired =
    Banished = 1: Warrior Dolls
    Examined =
    Displayed =
    Added =

    Location =
    Added =
    Banished =

    From Box =

    Give =
    Used =

    Other =

    "

    Nok-Nok wrote:

    Hand: Shadowless Sword, Burglar, lt Akhentepi's Armor, ac Blessing of the Ancients, Priest of Abadar,

    Displayed:
    Deck: 15 Discard: 1 Buried: 1
    Hero Points: 3 // Nok-Nok has the following scourges marked:
    Curse of Vulnerability:
    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.

    You may only have 1 copy of this card displayed.


    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☐ +3
    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's Deck Handler

    The hour of Bastet
    Draw two new monsters from the box: Giant Crocodile (M3) & Enchanter (M0).
    Recharge Create Spiked Pit to use Phatom Steed to move to Mausoleum.
    Bury Hand of the Guilty Man to remove Nok-Nok's Curse of Vulnerability.
    Move to Precious Mine.

    Explore:

    Ghost Battling Ring:
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Banish Enchanter to use Stealth. Cockroach Coat adds 1d4.
    Arcane 8: 1d10 + 5 + 1d4 ⇒ (6) + 5 + (4) = 15 acquired by 6 or more
    Banish Ghost Battling Ring and summon an Item with a higher AD# per adventure power:
    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 + 3 ⇒ (5) + 3 = 8 acquired

    Send Augury to recovery and name Monster to examine the top 3 cards of Precious Mine:
    Card 1: Scarab Swarm (M0 - TRIGGER)
    Discard Glyphbane Gloves for Poison damage. Encounter Scarab Swarm.
    Ahtez attacks! CC adds 1d4. Send Invisibility to recovery to add 2d10.
    Combat 6+##=12/16: 3d10 + 5 + 3 + 1d4 ⇒ (3, 2, 8) + 5 + 3 + (2) = 23 defeated & banished

    Continue examining:
    Card 2: Shocking Scimitar +2 (W3)
    Card 3: Mistform (Sp3)

    Precious Mine shuffled

    Reveal Staff of Revelations and recharge Disable Mechanism to examine the top 2 cards of Precious Mine:
    Top card: 2 + 1d6 ⇒ 2 + (2) = 4 Mistform (Sp3)
    2nd card (ignore 4): 2 + 1d6 ⇒ 2 + (1) = 3 Shocking Scimitar +2 (W3)

    End turn. Attempt recovery. Banish Giant Crocodile to use Stealth for Invisibility recovery.
    Augury - Arcane 8: 1d10 + 3 ⇒ (2) + 3 = 5 discarded
    Invisibility - Arcane 9: 1d10 + 5 + 1d4 ⇒ (10) + 5 + (3) = 18 recharged
    Reset hand, discarding Glyphbane Gloves.

    Zetha wrote:

    Hand: Eloquence, Quick-Change Mask, Riftwarden, Dreamstalker, Blessing of Pharasma, Staff of Revelations (acq),

    Displayed: Ahtez (Cohort), Phantom Steed, Cockroach Coat,
    Deck: 6 Discard: 6 Buried: 2
    Current Location: Precious Mine
    Unused Hero Points: 2
    NOTES:
    Available Support: Eloquence and Blessing available.
    Other: Dice Re-Roll Used for 3E?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stone Skin, Metamorph, Staff of Minor Healing
    Recharged: Create Spiked Pit, Disable Mechanism (loot), Invisibility (c),
    Discard Pile: Blessing of Maat (loot), Blessing of Achaekek, Augury (tr), Blessing of Abadar, Slip, Glyphbane Gloves (acq),
    Buried Pile: Bound Imp, Hand of the Guilty Man (acq),

    Skills and Powers:
    SKILLS
    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.

    Cohort AHTEZ:
    Cohort
    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.


    During This Adventure:

  • The scourge die is 1d6 + 1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Deck handler

    Scourge List:

    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:

  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Setup:

    * After building the location decks, shuffle the henchman Conflagration into each.
    * When creating the blessings deck, replace 5 blessings with Sandstorm villains.

    Additional Rules:

    Muhlia al-Jakri:

    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.
    Voices of the Spire:

    Henchman
    Type: Monster
    Traits: Human Inquisitor Veteran
    To Defeat: Combat 8 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief:

    Henchman
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls:

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

    Henchman
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sandstorm:

    Villain
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Scenario Level (#): 3

    Turn: 17, Aric/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Tekenu
    MM
    Monster 2
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 13
    The Tekenu is immune to the Mental and Poison traits.
    You may succeed at a Stealth 7 check to evade the Tekenu.
    If the check to defeat has the Divine trait, add 1d6.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.

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

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

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

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

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

    Spoiler:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

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

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

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

    Weapons
    Spoiler:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.

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

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

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

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

    Spells
    Spoiler:
    Commune
    MM
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 12
    Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
    After playing this card, if you do not have the Divine skill, banish this card instead of burying it.

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

    Spoiler:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Detect Undead
    MM
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 5
    During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

    Spoiler:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Tooled Crocodile Skin
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.

    Spoiler:
    Advocate's 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.

    Spoiler:
    Bone Lamellar
    MM
    Armor 1
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Bone Lamellar
    MM
    Armor 1
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Items
    Spoiler:
    Spellbottle
    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.

    Spoiler:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

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

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

    Spoiler:
    Effigy of Anubis
    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.

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

    Spoiler:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.

    Spoiler:
    Minnothet
    MM
    Ally 2
    Traits:
    Human
    Shopkeeper
    Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

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

    Spoiler:
    Qasin
    MM
    Ally 2
    Traits:
    Outsider
    Psychopomp
    To Acquire:
    Charisma
    Diplomacy
    Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.

    Blessings
    Spoiler:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    Current Hour:

    Blessing of the Ancients:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Kasmir/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 2 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 3 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 4 Aric/Gimry:
    Spoiler:
    Hourglass Card 4 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 5 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 6 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 7 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 7 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 8 Aric/Gimry:
    Spoiler:
    Hourglass Card 8 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 9 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Kasmir/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 11 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 11 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 12 Aric/Gimry:
    Spoiler:
    Hourglass Card 12 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Kasmir/Bigguyinblack
    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.

    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: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Zetha/WilderRedbeard, Shocking Scimitar +2, Mistform (both shuffled)

    Precious Mine Card 1:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Precious Mine Card 2:
    Shocking Scimitar +2
    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.
    Precious Mine Card 3:
    Collapsing Hallways
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Precious Mine Card 4:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Precious Mine Card 5:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Precious Mine Card 6:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

    Location #2: Quarry
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Location #4: Peasant Tombs
    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 #5: Mausoleum
    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 #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: 0 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Knock (shuffled)

    Ruined Temple Card 1:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
    Ruined Temple Card 2:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ruined Temple Card 3:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Ruined Temple Card 4:
    Muhlia al-Jakri
    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.
    Ruined Temple Card 5:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Ruined Temple Card 6:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ruined Temple Card 7:
    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.


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of the Ancients
    Hour Power:No effect.
    Location: Ruined Temple
    Location Power:When you play a card that has the Divine trait, bury it.
    Adventure Powers:

  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario Powers:
  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Start of Turn: Switch to Red Raven
    Move to Ruined Temple

    End of Move Examine - Toxic Cloud
    After Examine: Switch to Aric

    Toxic Cloud:

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

    Intelligence 8: 1d8 ⇒ 2

    Roll Details:

    Intelligence - 1d8

    Discard Shadowless Sword before I reset my hand

    "

    Aric wrote:

    Hand: Scorpion Whip, Menacing Backsword +1, Red Leathers, Vreva Jhafae, Neferekhu, Blessing of the Elements,

    Displayed:
    Current Location: Ruined Temple
    Kit: Thieves' Tools, Shadowless Sword (1), Mask of the Red Raven,
    Deck: 8 Discard: 5 Buried: 1
    NOTES:
    Other: Paizo Re-Roll Used for 4-3E? N
    Hero Points: 4

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Marianix Karn, Billy (Evangelist), Blessing of the Spy, Sorrowsoul, Quick-Change Mask
    Recharged: Psych (Psychic Detective), Lockpick Shield, Lookout,
    Discard Pile: Spyglass, Blessing of Zon-Kuthon, Blessing of the Ancients, Hypnotist's Locket, Shadowless Sword,
    Buried Pile: Blessing of Pharasma,

    Skills and Powers:
    SKILLS
    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

    Spoiler:
    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.)

    "

    End of Turn Summary
    Banished top card of Ruined Temple


  • deck handler

    Blessing of Bastet in effect.

    Move to Precious Mine.

    Precious Mine Card 1: Conflagration:

    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    I think this is displayed at Ruined Temple. Discard Reed Moccasin to examine the next card: Shocking Scimitar +2. Explore.

    Precious Mine Card 2: Shocking Scimitar +2:

    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.

    strength 11 discarding The Foreign Trader to bless and add my intelligence die, Cast Good Omen (Core): 2d4 + 1d10 + 1d6 + 3 ⇒ (4, 3) + (3) + (3) + 3 = 16

    discard Shocking Scimitar +2 to heal Zetha: 1d4 + 1 ⇒ (3) + 1 = 4
    '
    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Good Omen (Core): Arcane 8: 1d10 + 5 ⇒ (7) + 5 = 12 -> Good Omen (Core) recharged.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Lightning Bolt (Core), Ring of Protection (Core), Staff of Minor Healing (Core), Blessing of Thoth, Mahga Threefingers, The Marriage, Frost Ray (Core),

    Displayed: Daji,
    Deck: 10 Discard: 5 Buried: 2
    "Current Location: Precious Mine
    Hero Points: 4"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used
    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 Thoth: Discard this card to add 1 die and the Cold trait to any check.

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Leech, Bound Imp (Core), Good Omen (Core), Blessing of the Elements, Chain Lightning (Core), Acid Burst, Locate Object (Core), The Midwife
    Recharged: Good Omen,
    Discard Pile: Imp, Major Cure, Reed Moccasin, The Foreign Trader, Shocking Scimitar +2,
    Buried Pile: Game of Afterlife, Cure,
    "
    Skills and Powers:
    SKILLS
    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.

    Precious Mine Card 1 Conflagration displayed at Ruined Temple. Card 2 acquired.

    Zetha healed for 4.

    Dark Archive

    Deck handler link

    Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,

    Out of turn updates
    Banish CUrse of Vulnerability from Zetha Hand of the Guilty Man

    Hour = 2 NokNok/Matsu_Kurisu: Blessing of the Elements

    Start of Turn
    At: #5: Mausoleum

    Give: No
    Move: Ruined Temple: M:1 B:1 W:0

    At This Location: When you play a card that has the Divine trait, bury it.

    Free explore = 2: Hide Armor of Fire Resistance, Armor 2: Fortitude 7

    Spoiler:
    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.

    Fortitude 7: 1d10 + 1 + 2 ⇒ (4) + 1 + 2 = 7 Acquired

    Discard Priest of Abadar, explore +1d4 vs barrier = 3: Knock, Spell 1: Intelligence 7

    Spoiler:
    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.

    1d4 says nope! Banished

    End of Turn
    Conflagration:
    When you end your turn at this location, you are dealt 1 Fire damage. Recharge ac Hide Armor of Fire Resistance -2 to 0

    Recovery

    Reset
    Recharge
    Discard
    Draw

    Summary
    Location = Ruined Temple:
    Acquired = 2: Hide Armor of Fire Resistance
    Banished = 3: Knock
    Examined =
    Displayed =
    Added =

    Location =
    Added =
    Banished =

    From Box =

    Give =
    Used =

    Other =

    "

    Nok-Nok wrote:

    Hand: Shadowless Sword, lt Akhentepi's Armor, Burglar, ac Blessing of the Ancients, Blessing of the Spy (2),

    Displayed:
    Deck: 15 Discard: 2 Buried: 1
    Hero Points: 3
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☐ +3
    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's Deck Handler

    Off turn: Healed for 4: BoAbadar, BoAchaekek, BoMaat & Augury. Thanks, Kasmir!

    Start of turn: The hour of the Ancients
    Draw two new monsters from the box: Tekenu (M2) & Bonecrusher Hunter (M0).
    Remain at Precious Mine.

    Explore:

    Collapsing Hallways:
    None
    Henchman 3
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Banish Bonecrusher Hunter to use Stealth. Cockroach Coat adds 1d4.
    Dexterity (Stealth) 9: 1d10 + 5 + 1d4 ⇒ (6) + 5 + (3) = 14 defeated
    Choose not to attempt to close location. I'm going to go for the Spell 3.

    Discard Dreamstalker to examine top of Precious mine then explore:

    Guecubu:
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Ahtez attacks! Cockroach Coat adds 1d4.
    Combat 15: 1d10 + 5 + 1d4 + 1d6 ⇒ (10) + 5 + (3) + (2) = 20 defeated
    Suffer a Scourge: 1d6 + 1 ⇒ (6) + 1 = 7 Curse of Fevered Dreams

    Discard Riftwarden to explore:

    Mistform:
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Banish Tekenu to use Stealth, CC adds 1d4.
    Wisdom (Stealth) 10: 1d10 + 5 + 1d4 ⇒ (1) + 5 + (2) = 8 Paizo re-roll the d10
    Wisdom (Stealth) 10: 1d10 + 5 + 2 ⇒ (5) + 5 + 2 = 12 acquired

    Discard BoPharasma to explore:

    Void Glyph:
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Display Eloquence. Ask Nok-Nok to recharge BotAncients.
    Arcane 6+##=12: 2d10 + 3 + 3 ⇒ (2, 4) + 3 + 3 = 12 defeated

    End turn. Location empty, attempt to close. Recharge Quick-Change Mask to use Stealth, CC adds 1d4.
    Strength (Stealth) 9: 1d10 + 5 + 1d4 ⇒ (8) + 5 + (2) = 15 success
    Precious Mine closed. Draw a new Item from the box: Spellbottle (I3).
    Recharge Spellbottle to use Phantom Steed to move to Ruined Temple.
    Attempt recovery:
    Eloquence - Arcane 8: 1d10 + 3 ⇒ (7) + 3 = 10 recharged
    Reset hand then recharge hand and draw: 1d4 + 1 ⇒ (3) + 1 = 4 cards for Curse of Fevered Dreams.

    Zetha wrote:

    Hand: Invisibility (c), Disable Mechanism (loot), Stone Skin, Blessing of Abadar,

    Displayed: Ahtez (Cohort), Phantom Steed, Cockroach Coat,
    Deck: 11 Discard: 5 Buried: 2
    Current Location: Ruined Temple
    Unused Hero Points: 2 // Zetha has the following scourges marked:
    Curse of Fevered Dreams:
    While Marked:
    While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    "Sir, your wakeful sanity is imperiled!"


    NOTES:
    Available Support: Stone Skin, Invisibility, Disable Mechanism and Blessing available.
    Other: Dice Re-Roll Used for 3E?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Augury (tr), Blessing of Maat (loot)
    Recharged: Quick-Change Mask, Spellbottle (acq), Eloquence, Blessing of Achaekek, Staff of Minor Healing, Metamorph, Staff of Revelations (acq), Create Spiked Pit, Mistform (acq),
    Discard Pile: Dreamstalker, Riftwarden, Blessing of Pharasma, Slip, Glyphbane Gloves (acq),
    Buried Pile: Bound Imp, Hand of the Guilty Man (acq),

    Skills and Powers:
    SKILLS
    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.

    Cohort AHTEZ:
    Cohort
    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.


    [ooc] If Zetha[b] is indeed moving to the Ruined Temple, they take [b]1 fire damage at the end of their turn from the Conflagration there.[/ooob]

    During This Adventure:

  • The scourge die is 1d6 + 1.
  • When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

    Deck handler

    Scourge List:

    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:

  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Setup:

    * After building the location decks, shuffle the henchman Conflagration into each.
    * When creating the blessings deck, replace 5 blessings with Sandstorm villains.

    Additional Rules:

    Muhlia al-Jakri:

    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.
    Voices of the Spire:

    Henchman
    Type: Monster
    Traits: Human Inquisitor Veteran
    To Defeat: Combat 8 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by a combat check, or if undefeated, suffer scourge Curse of Vulnerability. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief:

    Henchman
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls:

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

    Henchman
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sandstorm:

    Villain
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Scenario Level (#): 3

    Turn: 21, Aric/Gimry

    Random Cards:

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

    Spoiler:
    Tekenu
    MM
    Monster 2
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 13
    The Tekenu is immune to the Mental and Poison traits.
    You may succeed at a Stealth 7 check to evade the Tekenu.
    If the check to defeat has the Divine trait, add 1d6.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.

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

    Spoiler:
    Sun Falcon
    MM
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.

    Spoiler:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Barriers
    Spoiler:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.

    Spoiler:
    Curse of Teeth and Fleas
    MM
    Barrier 2
    Traits:
    Trigger
    Curse
    Magic
    To Defeat:
    Wisdom
    Survival
    Divine 10
    When you examine this card, banish it.
    If undefeated, display this card next to your deck.
    While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

    Spoiler:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.

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

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

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

    Spoiler:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

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

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

    Spoiler:
    Shock Glaive +1
    MM
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

    Spells
    Spoiler:
    Stone Skin
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

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

    Spoiler:
    Volcanic Storm
    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.

    Spoiler:
    Heat Metal
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Spoiler:
    Detect Undead
    MM
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 5
    During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Advocate's 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.

    Items
    Spoiler:
    Wand of Scorching Ray
    MM
    Item 3
    Traits:
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.

    Spoiler:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

    Spoiler:
    Staff of Minor Healing
    MM
    Item 1
    Traits:
    Staff
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 7
    Recharge this card and choose a character at your location to recharge a random card from his discard pile.

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

    Spoiler:
    Embalming Fluid
    MM
    Item 1
    Traits:
    Liquid
    Cold
    Poison
    Alchemical
    To Acquire:
    Intelligence
    Craft
    Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.

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

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

    Spoiler:
    Sebti the Crocodile
    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.

    Spoiler:
    Cleric of Nethys
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.

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

    Blessings
    Spoiler:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Spoiler:
    Blessing of 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.

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

    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Current Hour:

    Blessing of the Ancients:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Hours Remaining: 9

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 2 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 3 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 3 Zetha/WilderRedbeard
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 4 Aric/Gimry:
    Spoiler:
    Hourglass Card 4 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 5 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Kasmir/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 NokNok/Matsu_Kurisu
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 7 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 7 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 8 Aric/Gimry:
    Spoiler:
    Hourglass Card 8 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Kasmir/Bigguyinblack
    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.

    Location #1: Precious Mine
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kasmir/Bigguyinblack,

    Location #2: Quarry
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Location #4: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #5: Mausoleum
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Aric/Gimry, NokNok/Matsu_Kurisu, Zetha/WilderRedbeard,

    Conflagration (Displayed):

    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Ruined Temple Card 1:
    Muhlia al-Jakri
    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.
    Ruined Temple Card 2:
    Conflagration
    MM
    Henchman B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    Fire
    Veteran
    To Defeat:
    Dexterity
    Disable
    Craft
    Constitution
    Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Ruined Temple Card 3:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ruined Temple Card 4:
    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.


  • Red Raven Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of the Ancients
    Hour Power:No effect.
    Location: Ruined Temple
    Location Power:When you play a card that has the Divine trait, bury it.
    Adventure Powers:

  • If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.
    Scenario Powers:
  • If your check to defeat a non-villain monster has the Melee or Ranged trait, the difficulty is increased by 1d6.

    Start of Turn: Switch to Red Raven
    Swap Red Leather with Thieves Tools

    Conflagration::

    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Disable 12(9+3): 1d4 + 1d8 + 1d8 + 1d6 ⇒ (4) + (8) + (1) + (2) = 15

    Roll Details:

    Disable - 1d4
    Thieves' Tools - 1d8
    Recharge - 1d8
    Vreva Jhafae - 1d6

    End of Move Examine - Muhlia al-Jakri (Villain - TRIGGER)
    After Examine: Stay as Red Raven

    Muhlia al-Jakri:

    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.

    TRIGGER
    Perception 9: 1d8 + 2 + 1d8 ⇒ (8) + 2 + (1) = 11

    Roll Details:

    Perception - 1d8+2
    Blessed - 1d8

    Use my Elements to bless

    BYA
    Perception 9: 1d8 + 2 + 1d8 ⇒ (8) + 2 + (8) = 18

    Roll Details:

    Perception - 1d8+2
    Blessed - 1d8

    Use Nok-Nok Ancients to bless

    Combat 17(16+1): 1d10 + 6 + 1d6 + 1 + 2d4 + 1d10 ⇒ (6) + 6 + (5) + 1 + (2, 4) + (2) = 26

    Roll Details:

    Combat(Melee) - 1d10+6
    Menacing Backsword +1 - 1d6+1
    Discard - 2d4
    Blessed - 1d10

    Use Kasmir's Thoth to bless
    'So Muhlia is hiding in the temple is she, well The Red Raven will find her!'

    As I search the last few rooms of the temple, I hear a faint clicking noise. I back away just in time to see a Poison dart fly past my head. I've found her!

    Quickly darting around the corner and dodging another dart, I dash up to her and hold my Menacing Backsword to her throat.

    "Your reign of terror is over Assassin. The Rad Raven always gets his prey"

    We Win


  • Victory!

    Development:
    Neither the traps nor the sand creatures slowed you down enough for al-Jakri to escape. Outmatched, out of tricks, and out of places to run, she surrendered and is now in the custody of Venture-Captain Esmayl ibn Qaradi. It’s only a matter of time before she’s shipped back to Absalom to face justice, and it’s satisfying to see her led away in chains. Even a statement from the Satrap arrived, declaring that al-Jakri’s title would be stripped. As your patron Tallah predicted, she’s a pasha no more.

    Al-Jakri had attempted to escape with some damning written evidence, including a journal in which she detailed her plans to incite chaos in Absalom and instigate war between Taldor and Qadira. Her co-conspirators’ names appear all over her plans: both the vampire Stavros Nightcrescent as well as someone named Koth’Vaul. From her notes, it sounds like Koth’Vaul is a fiend of some form, though al-Jakri doesn’t go into specifics— in fact, it seems the two weren’t even terribly fond of each other. As you continue perusing the journal you come across an especially alarming name: that of the information broker Grandmaster Torch!

    The journal solves one other mystery. Some time ago, an artifact disappeared from the Society’s vaults, yet there wasn’t enough evidence to trace where it had gone. Al-Jakri’s notes suggest it’s currently hidden in the foreboding Mana Wastes, where you should be able to piece together the clues needed to find the artifact. Whatever its exact nature, this device seems to figure into her—and Koth’Vaul’s—bigger plans.

    Scenario Reward:

  • For the rest of the Adventure Path, your trade cost for Agymah, Shardizhad, and Udjebet is reduced by 1 card (to a minimum of 1).
  • 1 XP, 1 Hero Point

    Adventure Reward:

  • Each character gains a skill feat (increase your max to #+1, if already at this amount, gain a bonus hero point).
  • Each player unlocks the ability to play Enora from the Wrath of the Righteous Base Set using the Pathfinder Tales Character Deck.

    Acquired cards:

    Reed Moccasin (Ally 3)

    Hide Armor of Fire Resistance (Armor 2)

    Blessing of the Elements (Blessing B)
    Blessing of Pharasma (Blessing B)
    Blessing of Pharasma (Blessing B)
    Blessing of the Ancients (Blessing C)
    Blessing of Thoth (Blessing 1)

    Knot of Isis (Item 3)
    Glyphbane Gloves (Item 2)
    Staff of Revelations (Item 3)
    Spellbottle (Item 3)
    Hand of the Guilty Man (Item 2)

    Good Omen (Spell B)
    Mistform (Spell 3)

    Dagger of Doubling (Weapon 3)
    Shocking Scimitar +2 (Weapon 3)

    To the discussion page!


  • Adventure 4: RELIC IN THE WASTES
    Thanks to you, the world seems a safer place, with Muhlia al-Jakri captured and bound for Absalom to answer for her crimes. However, each night is less restful than the last. You have ongoing nightmares from your time controlled by the vampire Stavros Nightcrescent, and you have become increasingly concerned about a dangerous artifact mentioned in the notes you recovered from al-Jakri. Known as the Atramentous Eye, the orb is said to feed off the life energy of those nearby, granting its wielder enhanced magical power. Hoping to keep others from tracking the orb magically, al-Jakri stowed it deep in the Spellscar Desert, a desolate wilderness in the magically scoured Mana Wastes across the sea. With al-Jakri defeated, it’s only a matter of time before one of her old allies— either Nightcrescent or the fiend Koth’Vaul—decides to take the orb for himself.

    Few are willing to brave the Mana Wastes, where the ancient archmages Geb and Nex once battled so ferociously that they left the land devastated. Arcane storms ravage the landscape, and even magic is known to function unpredictably, sometimes manifesting with greater power and other times escaping its user’s control entirely. For all this, the Pathfinder Society has one friend who’s not only willing to travel to the Mana Wastes; he’s eager for the opportunity. The geniekin Ashasar awaits you in the metropolis of Quantium far to the southwest, ready to guide you into the forbidding wasteland.

    Millennia ago, the phenomenally powerful archmage Nex founded the kingdom that still bears his name. In its capital Quantium, magical innovation is the most popular industry. As you disembark after a pleasant voyage south along the Garundi coast, you marvel at the sights. Conjurers run errands with bound genies in tow. Transmuters coax lumps of metal into intricate works of art. Impossibly delicate architecture towers above the plazas. Multi-tiered fountains dance with playful water elementals. And over the roofs of one district, you can see the hulking form of an immense golem patrolling the city’s perimeter.

    “You would not wish to pick a fight with that one,” comments a geniekin as he approaches, his eyes roiling with energy like thunderclouds. He floats atop a small cushion of mist and descends to stand near you, patting a tiny air elemental that alights nearby. “Welcome to Quantium, Pathfinders. I am Ashasar, Liaison to the Seat of Balance and corrector of elemental irregularities. I understand that you seek a vile artifact within the Spellscar Desert, and I wish to see that realm with my own eyes to determine if my allies and I might quell its curse. When shall we depart?”

    DURING THIS ADVENTURE:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

    Scenario 4-4A: WASTELAND DIPLOMACY
    Traveling with the geniekin Ashasar is pleasant. The flora and fauna of the Garundi continent endlessly fascinate him. You learn that he has spent much of his life on the elemental planes, which he describes with awe while admitting that this world’s blend of air, earth, fire, and water is astounding. Yet for all his playful conversation, you can tell that he harbors an utterly serious devotion to understanding and quelling any natural phenomena that would grow too destructive or wild.

    The trade road you’re on passes through the border fortress of Cloudreaver Keep, where you stop for a bit. The path then veers to the west toward the city-state of Alkenstar, famed for its deadly firearms and steam-powered marvels. However, your destination lies to the southeast over the trackless wastes of the Spellscar Desert. The keep’s guards warn you that the unforgiving terrain is the least of your worries. Primal weather phenomena have been especially brutal over the past few weeks, with shrieking ghost-winds savaging anyone caught in the open, and caustic rain showers whose droplets turn into tiny spiders that skitter for cover. Magic is already unpredictable enough in the Mana Wastes, and these powerful storms only make it even more dangerous.

    What’s more, dozens of the wasteland tribes who eke out a living in the Spellscar Desert govern by a policy of “might makes right.” The guards warn that most of these tribes will prey on anyone they think can’t put up a fight, but others might be willing to offer safe passage in exchange for a chance to trade. That doesn’t seem so bad, at least until they mention these tribes are mostly bloodthirsty gnolls, mutant humans, skittish ratfolk, opportunistic goblins, and even six-armed giants known as calikangs. Looking over the keep’s visitor log, you note that of the few convoys that left for the southeast, almost none of them have returned.

    Ashasar grins at you with determination, as though he’s welcoming the challenge. As you set out together, you wish you shared his confidence.

    LOCATIONS:
    1 - HOT SPRINGS
    1 - OASIS
    1 - SCORCHED OBELISK
    1 - SULFUR PITS
    1 - WINDSWEPT CHASM
    2 - VOLCANIC VENTS
    3 - SHIFTING DUNES
    4 - HOWLING SANDS
    5 - EARTHWORKS
    6 - THORNSCRUB

    Story Banes:
    Villain: None
    Henchmen: Thmei, Calikang, Ratfolk Plaguebringer, Calikang, Ratfolk Plaguebringer, Random Monsters

    DURING THIS SCENARIO:

  • When you encounter a monster from a location, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
  • To win, close all but 2 locations.


  • Traders: 3 to Agymah. 4 Arcane Spells:

    Safety Bubble:

    MM Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead.
    Elemental Skin:

    MM Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Display this card next to your location and choose Acid, Cold, Electricity, or Fire. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. 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 14 check to recharge it instead.
    Volcanic Storm:

    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.
    Whip of Centipedes:

    MM Spell 4
    Traits: Magic Arcane Divine Attack Poison
    To Acquire: Intelligence Arcane Wisdom Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    ====================================

    During This Adventure:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    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!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"

    During This Scenario:

  • When you encounter a monster from a location, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
  • To win, close all but 2 locations. (ie, 6 locations)

    Locations closed: 0/6

    Additional Rules:

    Thmei:

    Henchman
    Type: Monster
    Traits: Trigger Human Cultist Oracle
    To Defeat: Combat 24
    When you examine this card, you are dealt 1d4 Poison damage; if this damage is not reduced to 0, suffer the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location. If defeated, draw the loot Golden Serpent Armband from the box. Then you may immediately attempt to close the location this henchman came from.
    Calikang:

    Henchman
    Type: Monster
    Traits: Giant
    To Defeat: Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6. Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage. If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.
    Ratfolk Plaguebringer:

    Henchman
    Type: Monster
    Traits: Poison Veteran Ratfolk
    To Defeat: Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. All damage dealt by the Ratfolk Plaguebringer is Poison damage. Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge. After you act, you are dealt 1d4-1 damage.

    Scenario Level (#): 3

    Turn: 0, Aric/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

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

    Spoiler:
    Elder Ice Elemental
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Cold
    To Defeat:
    Combat 16
    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 8 check or you may play no more than 1 card on the check to defeat.
    If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.

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

    Spoiler:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Barriers
    Spoiler:
    Shocking Chest
    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.

    Spoiler:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.

    Spoiler:
    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

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

    Spoiler:
    Curse of Teeth and Fleas
    MM
    Barrier 2
    Traits:
    Trigger
    Curse
    Magic
    To Defeat:
    Wisdom
    Survival
    Divine 10
    When you examine this card, banish it.
    If undefeated, display this card next to your deck.
    While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

    Weapons
    Spoiler:
    Shocking Scimitar +2
    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.

    Spoiler:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.

    Spoiler:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

    Spoiler:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move. You may not use this power during an encounter.

    Spells
    Spoiler:
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

    Spoiler:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spoiler:
    Pillar of Life
    MM
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. 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 14 check to recharge it instead.

    Spoiler:
    Symbol of Pain
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9
    Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Armors
    Spoiler:
    Advocate's 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.

    Spoiler:
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Alchemist's Shield
    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.

    Spoiler:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Alchemist's Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.

    Items
    Spoiler:
    Staff of Revelations
    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.

    Spoiler:
    Bird Feather Tokens
    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.

    Spoiler:
    Black Marsh Spider Venom
    MM
    Item 2
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 8
    If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.

    Spoiler:
    Necklace of Fireballs
    MM
    Item 4
    Traits:
    Accessory
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.

    Spoiler:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.

    Allies
    Spoiler:
    Druid of the Storm
    MM
    Ally 2
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Divine 7
    OR Charisma
    Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

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

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

    Spoiler:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
    Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.

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

    Blessings
    Spoiler:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Spoiler:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Spoiler:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Spoiler:
    Blessing of 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.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: None

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

    Location #3: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #5: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #6: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #7: 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: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #8: Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    ======================================

    Please post starting info:

  • Loot replacements for this scenario- if they are different than listed on the Campaign info tab
  • Deck changes (from upgrades, banished cards, traders, etc) from previous scenario
  • Starting locations and hands


  • deck handler

    Trading out Fate-reader Lenses for Game of Afterlife loot. Visiting Sunburst and trading out Zellara's Harrow Deck for Remove Curse. Upgraded Locate Object to Fly (Core). Starting at Hot Springs.

    Kasmir wrote:

    Hand: The Marriage, Game of Afterlife, Cure, Staff of Minor Healing (Core), Major Cure, Good Omen (Core), Imp,

    Displayed: Compsognathus,
    Deck: 12 Discard: 0 Buried: 0
    "Current Location: Hot Springs
    Hero Points: 5"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Compsognathus: If this card has no markers, on your before acting check, you may discard a card and mark this card to add 1d6; if you have a role, add an additional 1d6. At the end of your turn, remove the marker.

    Game of Afterlife: Bury this card to banish a displayed card that has the Curse trait.

    Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Foreign Trader, Ring of Protection (Core), Lightning Bolt (Core), Fly (Core), Chain Lightning (Core), Blessing of the Elements, Bound Imp (Core), Frost Ray (Core), Leech, The Midwife, Remove Curse, Acid Burst
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

    "Knowledge Intelligence +2"
    "Perception Wisdom +2"
    Compsognathus: Arcane: Intelligence +2
    Compsognathus: Survival: Wisdom +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's Deck Handler

    Pass on trader cards.
    Start at Shifting Dunes.
    Draw starting hand. At the start of the first turn, display Bound Imp to draw 2 cards: Good Omen and Blessing of Pharasma.
    Display Ahtez and Cockroach Coat.

    Zetha wrote:

    Hand: Stone Skin, Invisibility (c), Good Omen (c), Staff of Minor Healing, Slip, Blessing of Pharasma,

    Displayed: Bound Imp, Ahtez (Cohort), Cockroach Coat,
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Shifting Dunes
    Unused Hero Points: 3
    NOTES:
    Available Support: Stone Skin, Good Omen and Blessing available.
    Other: Dice Re-Roll Used for 4A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Metamorph, Blessing of Achaekek, Dreamstalker, Blessing of Abadar, Disable Mechanism (loot), Riftwarden, Quick-Change Mask, Phantom Steed, Create Spiked Pit, Blessing of Maat (loot), Eloquence
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    Cohort AHTEZ:
    Cohort
    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.

    Dark Archive

    Deck handler link

    Nok-Nok/Matsu Kurisu - 4-4A: WASTELAND DIPLOMACY

    Card Upgrade
    = The Crows (AD 1) in, Prayer out

    Starting Location
    = Windswept Chasm: M:1 B:3 W:1

    Loot
    = lt Akhentepi's Armor in, Armor of Insults out
    = Sun Falcon Pectoral: 1d1000 ⇒ 597, Thieves' Tools out
    = td Stained Glass Elemental in, Mouse out
    Bonus Blessing Loot: Blessing of Maat in, Blessing of the Spy (2) out

    "

    Nok-Nok wrote:

    Hand: Menacing Backsword +1, lt Sun Falcon Pectoral, Priest of Abadar, Marianix Karn, Blessing of Abadar,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☑ +3
    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

    "


    Aric Deck Handler

    Start at Howling Sands

    "

    Aric wrote:

    Hand: Shadowless Sword, Menacing Backsword +1, Billy (Evangelist), Blessing of the Spy, Blessing of the Ancients, Blessing of Zon-Kuthon,

    Displayed:
    Current Location: Howling Sands
    Kit: Neferekhu, Shadowless Sword (1), Scorpion Whip,
    Deck: 12 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-4A? N
    Hero Points: 5

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Red Leathers, Thieves' Tools, Vreva Jhafae, Spyglass, Jelani, Lookout, Sorrowsoul, Marianix Karn, Quick-Change Mask, Mask of the Red Raven, Hypnotist's Locket, Lockpick Shield
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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

    Spoiler:
    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.)

    "


    During This Adventure:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    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!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"

    During This Scenario:

  • When you encounter a monster from a location, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
  • To win, close all but 2 locations. (ie, 6 locations)

    Locations closed: 0/6

    Additional Rules:

    Thmei:

    Henchman
    Type: Monster
    Traits: Trigger Human Cultist Oracle
    To Defeat: Combat 24
    When you examine this card, you are dealt 1d4 Poison damage; if this damage is not reduced to 0, suffer the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location. If defeated, draw the loot Golden Serpent Armband from the box. Then you may immediately attempt to close the location this henchman came from.
    Calikang:

    Henchman
    Type: Monster
    Traits: Giant
    To Defeat: Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6. Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage. If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.
    Ratfolk Plaguebringer:

    Henchman
    Type: Monster
    Traits: Poison Veteran Ratfolk
    To Defeat: Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. All damage dealt by the Ratfolk Plaguebringer is Poison damage. Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge. After you act, you are dealt 1d4-1 damage.

    Scenario Level (#): 3

    Turn: 1, Kasmir/Bigguyinblack

    Random Cards:

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

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

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

    Spoiler:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Spoiler:
    Mummy
    MM
    Monster 4
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    If undefeated, bury your discard pile.

    Barriers
    Spoiler:
    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

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

    Spoiler:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.

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

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

    Weapons
    Spoiler:
    Spellsword +2
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Spoiler:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.

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

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

    Spoiler:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

    Spells
    Spoiler:
    Good Omen
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Smite Abomination
    MM
    Spell 4
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 10
    Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Advocate's 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.

    Spoiler:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.

    Spoiler:
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Day Star Half-Plate
    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.

    Spoiler:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

    Items
    Spoiler:
    Mumia
    MM
    Item 2
    Traits:
    Liquid
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft 8
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
    Banish this card to banish a displayed card that has the Curse trait.

    Spoiler:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.

    Spoiler:
    Bird Feather Tokens
    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.

    Spoiler:
    Wand of Scorching Ray
    MM
    Item 3
    Traits:
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.

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

    Allies
    Spoiler:
    Qasin
    MM
    Ally 2
    Traits:
    Outsider
    Psychopomp
    To Acquire:
    Charisma
    Diplomacy
    Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.

    Spoiler:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

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

    Spoiler:
    Ptemenib
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    Recharge this card to examine the top card of up to 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

    Spoiler:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
    Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.

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

    Spoiler:
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of 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.

    Current Hour:

    Blessing of the Ancients:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 NokNok/Matsu_Kurisu
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 2 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 2 Zetha/WilderRedbeard
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Aric/Gimry:
    Spoiler:
    Hourglass Card 3 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 4 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 NokNok/Matsu_Kurisu
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 6 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 6 Zetha/WilderRedbeard
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 7 Aric/Gimry:
    Spoiler:
    Hourglass Card 7 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 8 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Kasmir/Bigguyinblack
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 9 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 9 NokNok/Matsu_Kurisu
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 10 Zetha/WilderRedbeard
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Aric/Gimry:
    Spoiler:
    Hourglass Card 11 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Kasmir/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 13 NokNok/Matsu_Kurisu
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 14 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 14 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 15 Aric/Gimry:
    Spoiler:
    Hourglass Card 15 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Kasmir/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 17 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 17 NokNok/Matsu_Kurisu
    Concordance's Favor
    None
    Favor 4
    Traits:
    When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.
    While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
    Hourglass Card 18 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 18 Zetha/WilderRedbeard
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Aric/Gimry:
    Spoiler:
    Hourglass Card 19 Aric/Gimry
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 21 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 21 NokNok/Matsu_Kurisu
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 22 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 22 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 23 Aric/Gimry:
    Spoiler:
    Hourglass Card 23 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 24 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 25 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 25 NokNok/Matsu_Kurisu
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 26 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 26 Zetha/WilderRedbeard
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 27 Aric/Gimry:
    Spoiler:
    Hourglass Card 27 Aric/Gimry
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 28 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 28 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 29 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 29 NokNok/Matsu_Kurisu
    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.

    Location #1: Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, None

    Hot Springs Card 1:
    Mistmail
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficent with light armors, you may recharge this card when you reset your hand.
    Hot Springs Card 2:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Hot Springs Card 3:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hot Springs Card 4:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
    Hot Springs Card 5:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
    Hot Springs Card 6:
    Ratfolk Plaguebringer
    None
    Henchman 4
    Type: Monster
    Traits:
    Poison
    Veteran
    Ratfolk
    To Defeat:
    Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Ratfolk Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.
    After you act, you are dealt 1d4-1 damage.
    Hot Springs Card 7:
    Magic Carpet
    MM
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Hot Springs Card 8:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Hot Springs Card 9:
    Vanth
    MM
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Hot Springs Card 10:
    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.

    Location #2: Oasis
    At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
    When Closing: Recharge a card that has the Liquid or Divine trait.
    When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Oasis Card 1:
    Poison Spiked Pit Trap
    MM
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    If defeated, you may explore your location.
    Oasis Card 2:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Oasis Card 3:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Oasis Card 4:
    Reta Bigbad
    MM
    Ally P
    Traits:
    Goblin
    Fighter
    Veteran
    To Acquire:
    Combat 15
    OR CharismaDiplomacy 10
    Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Oasis Card 5:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Oasis Card 6:
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Oasis Card 7:
    Scarab Sand
    MM
    Item 3
    Traits:
    Object
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft
    Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
    Oasis Card 8:
    Carrion Golem
    MM
    Monster 2
    Traits:
    Construct
    Golem
    Elite
    To Defeat:
    Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.
    Oasis Card 9:
    Brain Ooze
    MM
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
    If undefeated, discard a spell.
    Oasis Card 10:
    Vanth
    MM
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

    Location #3: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Scorched Obelisk Card 1:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Scorched Obelisk Card 2:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    Scorched Obelisk Card 3:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Scorched Obelisk Card 4:
    Hungry Fog
    MM
    Barrier 3
    Traits:
    Obstacle
    Magic
    Acid
    To Defeat:
    Wisdom
    Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Scorched Obelisk Card 5:
    Thmei
    MM
    Henchman 4
    Type: Monster
    Traits:
    Trigger
    Human
    Cultist
    Oracle
    To Defeat:
    Combat 24
    When you examine this card, you are dealt 1d4 Poison damage; if this damage is not reduced to 0, suffer the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location.
    If defeated, draw the loot Golden Serpent Armband from the box. Then you may immediately attempt to close the location this henchman came from.
    Scorched Obelisk Card 6:
    Rukh
    MM
    Monster 3
    Traits:
    Animal
    Acid
    To Defeat:
    Combat 13
    THEN Combat 13
    All damage dealt by the Rukh is Acid damage.
    If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    If undefeated, move to a random location.
    Scorched Obelisk Card 7:
    Tekenu
    MM
    Monster 2
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 13
    The Tekenu is immune to the Mental and Poison traits.
    You may succeed at a Stealth 7 check to evade the Tekenu.
    If the check to defeat has the Divine trait, add 1d6.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
    Scorched Obelisk Card 8:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Scorched Obelisk Card 9:
    Stained Glass Elemental
    MM
    Ally B
    Traits:
    Elemental
    Electricity
    Veteran
    To Acquire:
    Charisma
    Survival
    Arcane 9
    Reveal this card to add 1d8 and the Electricity trait to your combat check. If the check is against a bane, and your roll exceeds the difficulty by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add 1 plus the scenario's adventure deck number to the result of your check.
    Scorched Obelisk Card 10:
    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.

    Location #4: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Sulfur Pits Card 1:
    Bronze Sentinel
    MM
    Loot 4
    Type: Armor
    Traits:
    Heavy Armor
    Construct
    Magic
    To Acquire:
    None
    Display this card to explore your location. During this exploration, add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors, and reduce all damage dealt to you to 0. At the end of this exploration, you may succeed at a Craft 13 check to discard this card; otherwise, bury it.
    Sulfur Pits Card 2:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Sulfur Pits Card 3:
    Clockwork Menial
    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.
    Sulfur Pits Card 4:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
    Sulfur Pits Card 5:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Sulfur Pits Card 6:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Sulfur Pits Card 7:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Sulfur Pits Card 8:
    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Sulfur Pits Card 9:
    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.
    Sulfur Pits Card 10:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Location #5: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, None
    Windswept Chasm Card 1:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
    Windswept Chasm Card 2:
    Collapsing Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
    Windswept Chasm Card 3:
    Flaming Spear +1
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Windswept Chasm Card 4:
    Calikang
    None
    Henchman 4
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity
    damage.
    Windswept Chasm Card 5:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Windswept Chasm Card 6:
    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.
    Windswept Chasm Card 7:
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Windswept Chasm Card 8:
    Clawhand Shield
    MM
    Armor 3
    Traits:
    Shield
    Offhand
    To Acquire:
    Constitution
    Fortitude 6
    OR Melee 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
    Windswept Chasm Card 9:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Windswept Chasm Card 10:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Location #6: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Volcanic Vents Card 1:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Volcanic Vents Card 2:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Volcanic Vents Card 3:
    Dark Stalker
    MM
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Volcanic Vents Card 4:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    On your combat check, recharge this card to add 1d4 and the Poison check.
    Volcanic Vents Card 5:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead.
    Volcanic Vents Card 6:
    Reed Snake Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Volcanic Vents Card 7:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Volcanic Vents Card 8:
    Calikang
    None
    Henchman 4
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity
    damage.
    Volcanic Vents Card 9:
    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.
    Volcanic Vents Card 10:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

    Location #7: 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: 1 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/WilderRedbeard, None
    Shifting Dunes Card 1:
    Javelin of Lightning
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
    Shifting Dunes Card 2:
    Hepsushep
    MM
    Barrier 2
    Traits:
    Obstacle
    Lamia
    Elite
    To Defeat:
    Stealth
    Charisma
    Diplomacy 8
    OR Combat 15
    If undefeated, put this card on top of your location deck.
    If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
    Shifting Dunes Card 3:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Shifting Dunes Card 4:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Shifting Dunes Card 5:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Shifting Dunes Card 6:
    Erayu
    MM
    Loot 4
    Type: Ally
    Traits:
    Maftet
    Aristocrat
    To Acquire:
    None None
    Recharge this card to add 1d10 to your Intelligence check.
    Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.
    Shifting Dunes Card 7:
    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    Shifting Dunes Card 8:
    Chain Lightning
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
    Shifting Dunes Card 9:
    The Viper
    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.
    Shifting Dunes Card 10:
    Ratfolk Plaguebringer
    None
    Henchman 4
    Type: Monster
    Traits:
    Poison
    Veteran
    Ratfolk
    To Defeat:
    Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Ratfolk Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.
    After you act, you are dealt 1d4-1 damage.

    Location #8: Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Aric/Gimry, None
    Howling Sands Card 1:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Howling Sands Card 2:
    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Howling Sands Card 3:
    Enchanter
    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.
    Howling Sands Card 4:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Howling Sands Card 5:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Howling Sands Card 6:
    Zereletan
    MM
    Ally 4
    Traits:
    Aberration
    Naga
    To Acquire:
    Charisma
    Diplomacy 11
    OR Combat 15
    Bury this card to recharge any number of items from your discard pile.
    Discard this card to explore your location.
    Howling Sands Card 7:
    Ice Elemental
    MM
    Monster 2
    Traits:
    Elemental
    Outsider
    Cold
    Elite
    To Defeat:
    Combat 12
    The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on the check to defeat.
    Howling Sands Card 8:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Howling Sands Card 9:
    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.
    Howling Sands Card 10:
    Library Curator
    MM
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    Intelligence
    Knowledge 8
    OR Charisma
    Diplomacy 9
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
    Discard this card to explore your location.


  • deck handler

    Blessing of the Ancients in effect.

    Display Imp to draw 2 cards: Chain Lightning (Core) and Blessing of the Elements.

    Hot Springs Card 1: Mistmail:

    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Banished. Discard The Marriage to explore.

    Hot Springs Card 2: Steel Ibis Lamellar:

    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    intelligence 10 casting Good Omen (Core): 1d10 + 1d6 + 8 ⇒ (7) + (3) + 8 = 18

    Discard Blessing of the Elements to explore.

    Hot Springs Card 3: Blessing of the Ancients:

    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    divine 3: 1d4 ⇒ 1

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

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Good Omen (Core): Arcane 8: 1d10 + 6 ⇒ (4) + 6 = 10 -> Good Omen (Core) recharged.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Cure, Major Cure, Chain Lightning (Core), Steel Ibis Lamellar, Game of Afterlife, The Marriage, Fly (Core),

    Displayed: Compsognathus,
    Deck: 11 Discard: 2 Buried: 0
    "Current Location: Hot Springs
    Hero Points: 5"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Compsognathus: If this card has no markers, on your before acting check, you may discard a card and mark this card to add 1d6; if you have a role, add an additional 1d6. At the end of your turn, remove the marker.

    Game of Afterlife: Bury this card to banish a displayed card that has the Curse trait.

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Burst, Bound Imp (Core), Lightning Bolt (Core), The Foreign Trader, Frost Ray (Core), Staff of Minor Healing (Core), Remove Curse, Ring of Protection (Core), Leech, The Midwife
    Recharged: Good Omen (Core),
    Discard Pile: Blessing of the Elements, Imp,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

    "Knowledge Intelligence +2"
    "Perception Wisdom +2"
    Compsognathus: Arcane: Intelligence +2
    Compsognathus: Survival: Wisdom +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.

    Hot Springs card 2 acquired. Cards 1 and 3 banished.


    During This Adventure:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    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!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"

    During This Scenario:

  • When you encounter a monster from a location, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
  • To win, close all but 2 locations. (ie, 6 locations)

    Locations closed: 0/6

    Additional Rules:

    Thmei:

    Henchman
    Type: Monster
    Traits: Trigger Human Cultist Oracle
    To Defeat: Combat 24
    When you examine this card, you are dealt 1d4 Poison damage; if this damage is not reduced to 0, suffer the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location. If defeated, draw the loot Golden Serpent Armband from the box. Then you may immediately attempt to close the location this henchman came from.
    Calikang:

    Henchman
    Type: Monster
    Traits: Giant
    To Defeat: Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6. Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage. If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.
    Ratfolk Plaguebringer:

    Henchman
    Type: Monster
    Traits: Poison Veteran Ratfolk
    To Defeat: Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. All damage dealt by the Ratfolk Plaguebringer is Poison damage. Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge. After you act, you are dealt 1d4-1 damage.

    Scenario Level (#): 3

    Turn: 2, NokNok/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Elder Ice Elemental
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Cold
    To Defeat:
    Combat 16
    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 8 check or you may play no more than 1 card on the check to defeat.
    If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.

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

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

    Spoiler:
    Giant Crocodile
    MM
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 18
    If the check to defeat has the Cold trait, add 1d8.
    If undefeated, shuffle this card into a random open location.

    Spoiler:
    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Barriers
    Spoiler:
    Shocking Chest
    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.

    Spoiler:
    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

    Spoiler:
    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

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

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

    Weapons
    Spoiler:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.

    Spoiler:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move. You may not use this power during an encounter.

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

    Spoiler:
    Thousand Stings Whip
    MM
    Weapon 4
    Traits:
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.

    Spoiler:
    Mace of Ruin
    MM
    Weapon 4
    Traits:
    Mace
    Melee
    Bludgeoning
    Acid
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

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

    Spoiler:
    Pillar of Life
    MM
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. 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 14 check to recharge it instead.

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

    Spoiler:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spoiler:
    Heat Metal
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Alchemist's Shield
    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.

    Spoiler:
    Khamsin Coat
    MM
    Armor 3
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Alchemist's Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.

    Items
    Spoiler:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.

    Spoiler:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.

    Spoiler:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.

    Spoiler:
    Ghost Battling Ring
    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.

    Spoiler:
    Staff of Revelations
    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.

    Allies
    Spoiler:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
    Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.

    Spoiler:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
    Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.

    Spoiler:
    Cleric of Nethys
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.

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

    Spoiler:
    Druid of the Storm
    MM
    Ally 2
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Divine 7
    OR Charisma
    Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

    Blessings
    Spoiler:
    Blessing of 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.

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

    Spoiler:
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Pharasma
    MM
    Blessing C
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of 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.

    Current Hour:

    Blessing of Horus:
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 5 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Zetha/WilderRedbeard
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 6 Aric/Gimry:
    Spoiler:
    Hourglass Card 6 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 7 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Kasmir/Bigguyinblack
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 8 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 NokNok/Matsu_Kurisu
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 9 Zetha/WilderRedbeard
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Aric/Gimry:
    Spoiler:
    Hourglass Card 10 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Kasmir/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 12 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 NokNok/Matsu_Kurisu
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 13 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 13 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 14 Aric/Gimry:
    Spoiler:
    Hourglass Card 14 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Kasmir/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 16 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 NokNok/Matsu_Kurisu
    Concordance's Favor
    None
    Favor 4
    Traits:
    When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.
    While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
    Hourglass Card 17 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 17 Zetha/WilderRedbeard
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Aric/Gimry:
    Spoiler:
    Hourglass Card 18 Aric/Gimry
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 20 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 NokNok/Matsu_Kurisu
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 21 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 21 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 22 Aric/Gimry:
    Spoiler:
    Hourglass Card 22 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 23 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 24 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 NokNok/Matsu_Kurisu
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 25 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 25 Zetha/WilderRedbeard
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 26 Aric/Gimry:
    Spoiler:
    Hourglass Card 26 Aric/Gimry
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 27 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 28 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 28 NokNok/Matsu_Kurisu
    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.

    Location #1: Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, None

    Hot Springs Card 1:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
    Hot Springs Card 2:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
    Hot Springs Card 3:
    Ratfolk Plaguebringer
    None
    Henchman 4
    Type: Monster
    Traits:
    Poison
    Veteran
    Ratfolk
    To Defeat:
    Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Ratfolk Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.
    After you act, you are dealt 1d4-1 damage.
    Hot Springs Card 4:
    Magic Carpet
    MM
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Hot Springs Card 5:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Hot Springs Card 6:
    Vanth
    MM
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Hot Springs Card 7:
    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.

    Location #2: Oasis
    At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
    When Closing: Recharge a card that has the Liquid or Divine trait.
    When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Oasis Card 1:
    Poison Spiked Pit Trap
    MM
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    If defeated, you may explore your location.
    Oasis Card 2:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Oasis Card 3:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Oasis Card 4:
    Reta Bigbad
    MM
    Ally P
    Traits:
    Goblin
    Fighter
    Veteran
    To Acquire:
    Combat 15
    OR CharismaDiplomacy 10
    Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Oasis Card 5:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Oasis Card 6:
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Oasis Card 7:
    Scarab Sand
    MM
    Item 3
    Traits:
    Object
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft
    Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
    Oasis Card 8:
    Carrion Golem
    MM
    Monster 2
    Traits:
    Construct
    Golem
    Elite
    To Defeat:
    Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.
    Oasis Card 9:
    Brain Ooze
    MM
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
    If undefeated, discard a spell.
    Oasis Card 10:
    Vanth
    MM
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

    Location #3: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Scorched Obelisk Card 1:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Scorched Obelisk Card 2:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    Scorched Obelisk Card 3:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Scorched Obelisk Card 4:
    Hungry Fog
    MM
    Barrier 3
    Traits:
    Obstacle
    Magic
    Acid
    To Defeat:
    Wisdom
    Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Scorched Obelisk Card 5:
    Thmei
    MM
    Henchman 4
    Type: Monster
    Traits:
    Trigger
    Human
    Cultist
    Oracle
    To Defeat:
    Combat 24
    When you examine this card, you are dealt 1d4 Poison damage; if this damage is not reduced to 0, suffer the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location.
    If defeated, draw the loot Golden Serpent Armband from the box. Then you may immediately attempt to close the location this henchman came from.
    Scorched Obelisk Card 6:
    Rukh
    MM
    Monster 3
    Traits:
    Animal
    Acid
    To Defeat:
    Combat 13
    THEN Combat 13
    All damage dealt by the Rukh is Acid damage.
    If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    If undefeated, move to a random location.
    Scorched Obelisk Card 7:
    Tekenu
    MM
    Monster 2
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 13
    The Tekenu is immune to the Mental and Poison traits.
    You may succeed at a Stealth 7 check to evade the Tekenu.
    If the check to defeat has the Divine trait, add 1d6.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
    Scorched Obelisk Card 8:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Scorched Obelisk Card 9:
    Stained Glass Elemental
    MM
    Ally B
    Traits:
    Elemental
    Electricity
    Veteran
    To Acquire:
    Charisma
    Survival
    Arcane 9
    Reveal this card to add 1d8 and the Electricity trait to your combat check. If the check is against a bane, and your roll exceeds the difficulty by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add 1 plus the scenario's adventure deck number to the result of your check.
    Scorched Obelisk Card 10:
    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.

    Location #4: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Sulfur Pits Card 1:
    Bronze Sentinel
    MM
    Loot 4
    Type: Armor
    Traits:
    Heavy Armor
    Construct
    Magic
    To Acquire:
    None
    Display this card to explore your location. During this exploration, add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors, and reduce all damage dealt to you to 0. At the end of this exploration, you may succeed at a Craft 13 check to discard this card; otherwise, bury it.
    Sulfur Pits Card 2:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Sulfur Pits Card 3:
    Clockwork Menial
    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.
    Sulfur Pits Card 4:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
    Sulfur Pits Card 5:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Sulfur Pits Card 6:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Sulfur Pits Card 7:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Sulfur Pits Card 8:
    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Sulfur Pits Card 9:
    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.
    Sulfur Pits Card 10:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Location #5: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, None
    Windswept Chasm Card 1:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
    Windswept Chasm Card 2:
    Collapsing Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
    Windswept Chasm Card 3:
    Flaming Spear +1
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Windswept Chasm Card 4:
    Calikang
    None
    Henchman 4
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity
    damage.
    Windswept Chasm Card 5:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Windswept Chasm Card 6:
    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.
    Windswept Chasm Card 7:
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Windswept Chasm Card 8:
    Clawhand Shield
    MM
    Armor 3
    Traits:
    Shield
    Offhand
    To Acquire:
    Constitution
    Fortitude 6
    OR Melee 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
    Windswept Chasm Card 9:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Windswept Chasm Card 10:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Location #6: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Volcanic Vents Card 1:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Volcanic Vents Card 2:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Volcanic Vents Card 3:
    Dark Stalker
    MM
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Volcanic Vents Card 4:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    On your combat check, recharge this card to add 1d4 and the Poison check.
    Volcanic Vents Card 5:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead.
    Volcanic Vents Card 6:
    Reed Snake Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Volcanic Vents Card 7:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Volcanic Vents Card 8:
    Calikang
    None
    Henchman 4
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity
    damage.
    Volcanic Vents Card 9:
    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.
    Volcanic Vents Card 10:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

    Location #7: 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: 1 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/WilderRedbeard, None
    Shifting Dunes Card 1:
    Javelin of Lightning
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
    Shifting Dunes Card 2:
    Hepsushep
    MM
    Barrier 2
    Traits:
    Obstacle
    Lamia
    Elite
    To Defeat:
    Stealth
    Charisma
    Diplomacy 8
    OR Combat 15
    If undefeated, put this card on top of your location deck.
    If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
    Shifting Dunes Card 3:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Shifting Dunes Card 4:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Shifting Dunes Card 5:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Shifting Dunes Card 6:
    Erayu
    MM
    Loot 4
    Type: Ally
    Traits:
    Maftet
    Aristocrat
    To Acquire:
    None None
    Recharge this card to add 1d10 to your Intelligence check.
    Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.
    Shifting Dunes Card 7:
    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    Shifting Dunes Card 8:
    Chain Lightning
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
    Shifting Dunes Card 9:
    The Viper
    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.
    Shifting Dunes Card 10:
    Ratfolk Plaguebringer
    None
    Henchman 4
    Type: Monster
    Traits:
    Poison
    Veteran
    Ratfolk
    To Defeat:
    Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Ratfolk Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.
    After you act, you are dealt 1d4-1 damage.

    Location #8: Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Aric/Gimry, None
    Howling Sands Card 1:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Howling Sands Card 2:
    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Howling Sands Card 3:
    Enchanter
    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.
    Howling Sands Card 4:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Howling Sands Card 5:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Howling Sands Card 6:
    Zereletan
    MM
    Ally 4
    Traits:
    Aberration
    Naga
    To Acquire:
    Charisma
    Diplomacy 11
    OR Combat 15
    Bury this card to recharge any number of items from your discard pile.
    Discard this card to explore your location.
    Howling Sands Card 7:
    Ice Elemental
    MM
    Monster 2
    Traits:
    Elemental
    Outsider
    Cold
    Elite
    To Defeat:
    Combat 12
    The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on the check to defeat.
    Howling Sands Card 8:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Howling Sands Card 9:
    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.
    Howling Sands Card 10:
    Library Curator
    MM
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    Intelligence
    Knowledge 8
    OR Charisma
    Diplomacy 9
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
    Discard this card to explore your location.

  • Dark Archive

    Deck handler link

    Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,

    Out of turn updates

    Hour = 2 NokNok/Matsu_Kurisu: Blessing of Horus

    Start of Turn
    At: Windswept Chasm: M:1 B:3 W:1

    Give: No
    Move: No

    At This Location: All damage dealt is Electricity damage.

    Free explore = 1: Flames of the Faithful, Spell 1: Wisdom 5

    Spoiler:
    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.

    1d4 says nope

    Recharge lt Sun Falcon Pectoral, explore = 2: Collapsing Sphinx, Barrier 4: Stealth 12

    Spoiler:
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.

    Stealth 1d8+3, (#Barriers+1) +4, Recharge Marianix Karn +1d6
    Stealth 12: 1d8 + 3 + 4 + 1d6 ⇒ (1) + 3 + 4 + (1) = 9 Failing. Use Hero Point. 4 remaining
    Stealth 12: 1d8 + 3 + 4 + 1d6 ⇒ (6) + 3 + 4 + (3) = 16 Banished

    End of Turn

    Recovery

    Reset
    Recharge
    Discard
    Draw Shadowless Sword, Desna's Freedom

    Summary
    Location = Windswept Chasm:
    Acquired =
    Banished = 1: Flames of the Faithful, 2: Collapsing Sphinx
    Examined =
    Displayed =
    Added =

    Location =
    Added =
    Banished =

    From Box =

    Give =
    Used = Use Hero Point. 4 remaining

    Other =

    "

    Nok-Nok wrote:

    Hand: Menacing Backsword +1, Priest of Abadar, Blessing of Abadar, Shadowless Sword, Desna's Freedom,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 5
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☑ +3
    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

    "


    During This Adventure:

  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    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!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"

    During This Scenario:

  • When you encounter a monster from a location, roll 1d6:
    1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
    3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
    5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
  • To win, close all but 2 locations. (ie, 6 locations)

    Locations closed: 0/6

    Additional Rules:

    Thmei:

    Henchman
    Type: Monster
    Traits: Trigger Human Cultist Oracle
    To Defeat: Combat 24
    When you examine this card, you are dealt 1d4 Poison damage; if this damage is not reduced to 0, suffer the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location. If defeated, draw the loot Golden Serpent Armband from the box. Then you may immediately attempt to close the location this henchman came from.
    Calikang:

    Henchman
    Type: Monster
    Traits: Giant
    To Defeat: Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6. Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage. If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.
    Ratfolk Plaguebringer:

    Henchman
    Type: Monster
    Traits: Poison Veteran Ratfolk
    To Defeat: Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. All damage dealt by the Ratfolk Plaguebringer is Poison damage. Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge. After you act, you are dealt 1d4-1 damage.

    Scenario Level (#): 4

    Turn: 3, Zetha/WilderRedbeard

    Random Cards:

    Monsters
    Spoiler:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Spoiler:
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

    Spoiler:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

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

    Spoiler:
    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
    Before you act, you are dealt 1d4 Poison damage.

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

    Spoiler:
    Shocking Chest
    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.

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

    Spoiler:
    Baited Jewel Box
    MM
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by 4 or more, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

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

    Weapons
    Spoiler:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.

    Spoiler:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move. You may not use this power during an encounter.

    Spoiler:
    Disrupting Rapier +1
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Mace of Ruin
    MM
    Weapon 4
    Traits:
    Mace
    Melee
    Bludgeoning
    Acid
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

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

    Spells
    Spoiler:
    Eruption
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

    Spoiler:
    Elemental Skin
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card next to your location and choose Acid, Cold, Electricity, or Fire. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. 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 14 check to recharge it instead.

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

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

    Armors
    Spoiler:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.

    Spoiler:
    Advocate's 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.

    Spoiler:
    Day Star Half-Plate
    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.

    Spoiler:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Alchemist's Shield
    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.

    Items
    Spoiler:
    Bloodroot Poison
    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.

    Spoiler:
    Spellbottle
    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.

    Spoiler:
    Ghost Battling Ring
    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.

    Spoiler:
    Knot of Isis
    MM
    Item 3
    Traits:
    Trigger
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

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

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

    Spoiler:
    Druid of the Storm
    MM
    Ally 2
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Divine 7
    OR Charisma
    Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

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

    Spoiler:
    Ausetitha
    MM
    Ally 4
    Traits:
    Undead
    Banshee
    Incorporeal
    To Acquire:
    Combat 15
    Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.

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

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

    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Spoiler:
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Current Hour:

    Blessing of Anubis:
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/Gimry:
    Spoiler:
    Hourglass Card 1 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 2 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 NokNok/Matsu_Kurisu
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 4 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 4 Zetha/WilderRedbeard
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 5 Aric/Gimry:
    Spoiler:
    Hourglass Card 5 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 6 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Kasmir/Bigguyinblack
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 7 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 NokNok/Matsu_Kurisu
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 8 Zetha/WilderRedbeard
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Aric/Gimry:
    Spoiler:
    Hourglass Card 9 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Kasmir/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 11 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 NokNok/Matsu_Kurisu
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 12 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 12 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 Aric/Gimry:
    Spoiler:
    Hourglass Card 13 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Kasmir/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 15 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 NokNok/Matsu_Kurisu
    Concordance's Favor
    None
    Favor 4
    Traits:
    When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.
    While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
    Hourglass Card 16 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 16 Zetha/WilderRedbeard
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Aric/Gimry:
    Spoiler:
    Hourglass Card 17 Aric/Gimry
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 19 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 NokNok/Matsu_Kurisu
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 20 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 20 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 21 Aric/Gimry:
    Spoiler:
    Hourglass Card 21 Aric/Gimry
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 22 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 23 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 23 NokNok/Matsu_Kurisu
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 24 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 24 Zetha/WilderRedbeard
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
    Hourglass Card 25 Aric/Gimry:
    Spoiler:
    Hourglass Card 25 Aric/Gimry
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 26 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 27 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 27 NokNok/Matsu_Kurisu
    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.

    Location #1: Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, None

    Hot Springs Card 1:
    Unwrapped Harmony
    MM
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle
    To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it into the deck it came from.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
    Hot Springs Card 2:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
    Hot Springs Card 3:
    Ratfolk Plaguebringer
    None
    Henchman 4
    Type: Monster
    Traits:
    Poison
    Veteran
    Ratfolk
    To Defeat:
    Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Ratfolk Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.
    After you act, you are dealt 1d4-1 damage.
    Hot Springs Card 4:
    Magic Carpet
    MM
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
    Hot Springs Card 5:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Hot Springs Card 6:
    Vanth
    MM
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Hot Springs Card 7:
    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.

    Location #2: Oasis
    At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
    When Closing: Recharge a card that has the Liquid or Divine trait.
    When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Oasis Card 1:
    Poison Spiked Pit Trap
    MM
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    If defeated, you may explore your location.
    Oasis Card 2:
    Mistform
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Oasis Card 3:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Oasis Card 4:
    Reta Bigbad
    MM
    Ally P
    Traits:
    Goblin
    Fighter
    Veteran
    To Acquire:
    Combat 15
    OR CharismaDiplomacy 10
    Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Oasis Card 5:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Oasis Card 6:
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Oasis Card 7:
    Scarab Sand
    MM
    Item 3
    Traits:
    Object
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft
    Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
    Oasis Card 8:
    Carrion Golem
    MM
    Monster 2
    Traits:
    Construct
    Golem
    Elite
    To Defeat:
    Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.
    Oasis Card 9:
    Brain Ooze
    MM
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
    If undefeated, discard a spell.
    Oasis Card 10:
    Vanth
    MM
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

    Location #3: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Scorched Obelisk Card 1:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Scorched Obelisk Card 2:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    Scorched Obelisk Card 3:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Scorched Obelisk Card 4:
    Hungry Fog
    MM
    Barrier 3
    Traits:
    Obstacle
    Magic
    Acid
    To Defeat:
    Wisdom
    Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Scorched Obelisk Card 5:
    Thmei
    MM
    Henchman 4
    Type: Monster
    Traits:
    Trigger
    Human
    Cultist
    Oracle
    To Defeat:
    Combat 24
    When you examine this card, you are dealt 1d4 Poison damage; if this damage is not reduced to 0, suffer the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location.
    If defeated, draw the loot Golden Serpent Armband from the box. Then you may immediately attempt to close the location this henchman came from.
    Scorched Obelisk Card 6:
    Rukh
    MM
    Monster 3
    Traits:
    Animal
    Acid
    To Defeat:
    Combat 13
    THEN Combat 13
    All damage dealt by the Rukh is Acid damage.
    If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    If undefeated, move to a random location.
    Scorched Obelisk Card 7:
    Tekenu
    MM
    Monster 2
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 13
    The Tekenu is immune to the Mental and Poison traits.
    You may succeed at a Stealth 7 check to evade the Tekenu.
    If the check to defeat has the Divine trait, add 1d6.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
    Scorched Obelisk Card 8:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Scorched Obelisk Card 9:
    Stained Glass Elemental
    MM
    Ally B
    Traits:
    Elemental
    Electricity
    Veteran
    To Acquire:
    Charisma
    Survival
    Arcane 9
    Reveal this card to add 1d8 and the Electricity trait to your combat check. If the check is against a bane, and your roll exceeds the difficulty by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add 1 plus the scenario's adventure deck number to the result of your check.
    Scorched Obelisk Card 10:
    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.

    Location #4: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Sulfur Pits Card 1:
    Bronze Sentinel
    MM
    Loot 4
    Type: Armor
    Traits:
    Heavy Armor
    Construct
    Magic
    To Acquire:
    None
    Display this card to explore your location. During this exploration, add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors, and reduce all damage dealt to you to 0. At the end of this exploration, you may succeed at a Craft 13 check to discard this card; otherwise, bury it.
    Sulfur Pits Card 2:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Sulfur Pits Card 3:
    Clockwork Menial
    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.
    Sulfur Pits Card 4:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
    Sulfur Pits Card 5:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Sulfur Pits Card 6:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Sulfur Pits Card 7:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Sulfur Pits Card 8:
    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Sulfur Pits Card 9:
    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.
    Sulfur Pits Card 10:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Location #5: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, None
    Windswept Chasm Card 1:
    Flaming Spear +1
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Windswept Chasm Card 2:
    Calikang
    None
    Henchman 4
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity
    damage.
    Windswept Chasm Card 3:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Windswept Chasm Card 4:
    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.
    Windswept Chasm Card 5:
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Windswept Chasm Card 6:
    Clawhand Shield
    MM
    Armor 3
    Traits:
    Shield
    Offhand
    To Acquire:
    Constitution
    Fortitude 6
    OR Melee 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
    Windswept Chasm Card 7:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Windswept Chasm Card 8:
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Location #6: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Volcanic Vents Card 1:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Volcanic Vents Card 2:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Volcanic Vents Card 3:
    Dark Stalker
    MM
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Volcanic Vents Card 4:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    On your combat check, recharge this card to add 1d4 and the Poison check.
    Volcanic Vents Card 5:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead.
    Volcanic Vents Card 6:
    Reed Snake Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Volcanic Vents Card 7:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Volcanic Vents Card 8:
    Calikang
    None
    Henchman 4
    Type: Monster
    Traits:
    Giant
    To Defeat:
    Combat 19
    The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
    If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity
    damage.
    Volcanic Vents Card 9:
    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.
    Volcanic Vents Card 10:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

    Location #7: 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: 1 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/WilderRedbeard, None
    Shifting Dunes Card 1:
    Javelin of Lightning
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
    Shifting Dunes Card 2:
    Hepsushep
    MM
    Barrier 2
    Traits:
    Obstacle
    Lamia
    Elite
    To Defeat:
    Stealth
    Charisma
    Diplomacy 8
    OR Combat 15
    If undefeated, put this card on top of your location deck.
    If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
    Shifting Dunes Card 3:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Shifting Dunes Card 4:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Shifting Dunes Card 5:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Shifting Dunes Card 6:
    Erayu
    MM
    Loot 4
    Type: Ally
    Traits:
    Maftet
    Aristocrat
    To Acquire:
    None None
    Recharge this card to add 1d10 to your Intelligence check.
    Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.
    Shifting Dunes Card 7:
    Geniekin
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    Shifting Dunes Card 8:
    Chain Lightning
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
    Shifting Dunes Card 9:
    The Viper
    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.
    Shifting Dunes Card 10:
    Ratfolk Plaguebringer
    None
    Henchman 4
    Type: Monster
    Traits:
    Poison
    Veteran
    Ratfolk
    To Defeat:
    Combat 10
    The difficulty to defeat is increased by twice the scenario’s adventure deck number.
    All damage dealt by the Ratfolk Plaguebringer is Poison damage.
    Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.
    After you act, you are dealt 1d4-1 damage.

    Location #8: Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Aric/Gimry, None
    Howling Sands Card 1:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Howling Sands Card 2:
    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Howling Sands Card 3:
    Enchanter
    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.
    Howling Sands Card 4:
    Canopic Wrap
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8
    Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Howling Sands Card 5:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Howling Sands Card 6:
    Zereletan
    MM
    Ally 4
    Traits:
    Aberration
    Naga
    To Acquire:
    Charisma
    Diplomacy 11
    OR Combat 15
    Bury this card to recharge any number of items from your discard pile.
    Discard this card to explore your location.
    Howling Sands Card 7:
    Ice Elemental
    MM
    Monster 2
    Traits:
    Elemental
    Outsider
    Cold
    Elite
    To Defeat:
    Combat 12
    The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on the check to defeat.
    Howling Sands Card 8:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Howling Sands Card 9:
    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.
    Howling Sands Card 10:
    Library Curator
    MM
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    Intelligence
    Knowledge 8
    OR Charisma
    Diplomacy 9
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
    Discard this card to explore your location.


  • Zetha's Deck Handler

    The hour of Anubis
    Draw two new monsters from the box: Caravan Raider (M0) & Scarab Swarm (M0).
    Remain at Shifting Dunes.

    Explore:

    Javelin of Lightning:
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
    Dexterity 10: 1d10 + 3 ⇒ (4) + 3 = 7 banished

    Discard Slip to examine the top card: Hepsushep. Banish Scarab Swarm to use Stealth for Slip check. Cockroack Coat adds 1d4.
    Intelligence (Stealth) 7: 1d10 + 6 + 1d4 ⇒ (10) + 6 + (1) = 17 success.
    Encounter:

    Hepsushep:
    MM
    Barrier 2
    Traits:
    Obstacle
    Lamia
    Elite
    To Defeat:
    Stealth
    Charisma
    Diplomacy 8
    OR Combat 15
    If undefeated, put this card on top of your location deck.
    If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
    Stealth 8: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (3) = 18 success
    Examine top 3 cards of location: Corridor Dart Trap (Ba0), Bonestorm (M4) & Sandstorm Dust (I4). Place Sandstorm Dust on top, then Bonestorm, then Corridor Dart Trap.

    Discard BoPharasma to explore:

    Sandstorm Dust:
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Banish Caravan Raider to use Stealth.
    Intelligence (Stealth) 9: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (3) = 18 acquired

    Recharge Staff of Minor Healing to heal a card: Blessing of Pharasma.
    End turn. Attempt recovery:
    Bound Imp - Arcane 8: 1d10 + 3 ⇒ (9) + 3 = 12 recharged
    Reset hand, discarding Sandstorm Dust.

    Zetha wrote:

    Hand: Stone Skin, Invisibility (c), Good Omen (c), Eloquence, Riftwarden, Blessing of Pharasma,

    Displayed: Ahtez (Cohort), Cockroach Coat,
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Shifting Dunes
    Unused Hero Points: 3
    NOTES:
    Available Support: Stone Skin, Good Omen and Blessing available.
    Other: Dice Re-Roll Used for 4A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Quick-Change Mask, Create Spiked Pit, Staff of Minor Healing, Phantom Steed, Blessing of Achaekek, Dreamstalker, Blessing of Maat (loot), Disable Mechanism (loot), Metamorph, Blessing of Abadar
    Recharged:
    Discard Pile: Slip, Sandstorm Dust (acq),
    Buried Pile:

    Skills and Powers:
    SKILLS
    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.

    Cohort AHTEZ:
    Cohort
    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.

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