
Kasmir the Kind |

combat 20 vs Sand Kraken casting Lightning Bolt (Core), recharging Blessing of the Elements to bless: 2d10 + 3d6 + 6 ⇒ (6, 1) + (2, 4, 2) + 6 = 21

Zetha - WilderRedbeard |

Continuing turn:
Towering Obelisk automatically closed due to Sand Kraken power.
End turn & reset hand.
Hand: Stone Skin, Invisibility (c), Blessing of Maat (loot), Wand of Scorching Ray (acq), Corrosion (acq), Clockwork Menial (acq),
Displayed: Phantom Steed, Cockroach Coat, Ahtez (Cohort), Elemental Treaty (tr),
Deck: 12 Discard: 2 Buried: 1
Current Location: Towering Obelisk
Unused Hero Points: 2
NOTES:
Available Support: Stone Skin, Corrosion, Clockwork Menial and Blessing of Maat available to use.
Other: Dice Re-Roll Used for 4B?: Y
Reloaded:
Middle of Deck (Unknown Order): Eloquence, Good Omen (c), Elemental Mastery (acq), Staff of Minor Healing (c), Blessing of Achaekek, Blessing of Pharasma, Blessing of Anubis (acq), Shadow Victim Ring, Riftwarden, Blessing of Abadar, Slip, Create Spiked Pit
Recharged:
Discard Pile: Disable Mechanism (loot), Dreamstalker,
Buried Pile: Bound Imp,
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS: GLOOMWALKER Role Card
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☑ or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
☑ When you play Ahtez for your combat check, add 1d6 (☑ 2d6).
□ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
□ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Traits: Outsider, Eidolon, Arcane, Veteran
Powers:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
"O, wretches! You stand helpless before me!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
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:
1: Either suffer a scourge or bury the spell instead of discarding or recharging it.
2: Shuffle the villain Sandstorm into the blessings deck and shuffle a spell from the box into your location deck.
3–7: No effect.
8: Either banish a displayed card that has the Curse trait or shuffle the spell into your deck instead of discarding or recharging it.
*Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display that Lightning Storm next to a random occupied location. When that Lightning Storm would be banished, display it next to a random open location instead.
*Before drawing starting hands, shuffle the henchman Conflagration and a spell from the box into each location deck.
Additional Rules:
Henchman
Type: Monster
Traits: Aberration
To Defeat: Combat 20 OR Survival Dexterity Acrobatics 10
When you encounter the Sand Kraken, each character at your location attempts a check to defeat it. If any character fails, the Sand Kraken is undefeated; display it next to your location, and each character that fails shuffles his token card into the location deck. When all tokens have been returned to the location, the Sand Kraken is defeated. If defeated, automatically close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Outsider
To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
When you examine this card, if a card that has the Curse trait is displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All damage dealt by Theletos is Mental damage that may not be reduced. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Barrier
Traits: Obstacle Acid Veteran
To Defeat: Intelligence Craft Wisdom Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
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.
Henchman
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 4
Turn: 18, Aric/Gimry
Monsters
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
MM
Monster 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.
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.
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Barriers
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.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
MM
Barrier 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.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Weapons
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
MM
Weapon 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.
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.
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.
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.
Spells
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.
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.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 11 check to recharge it instead.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Armors
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
MM
Armor 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.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 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.
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
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
MM
Item 2
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
MM
Item 3
Traits:
Object
Alchemical
Mummy
To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
MM
Item 3
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 9
If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
Allies
MM
Ally C
Traits:
Elemental
Electricity
Veteran
To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
MM
Ally P
Traits:
Goblin
Fighter
Veteran
To Acquire:
Combat 15
OR CharismaDiplomacy 10
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
---Reta's song
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison
To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
MM
Ally 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.
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.
Blessings
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing 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.
MM
Blessing B
Traits:
Divine
Horus
Electricity
To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
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: 14
Hourglass
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
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.
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
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
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.
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.
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.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of 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.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #1: Scorched Obelisk
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Towering Obelisk
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zetha/WilderRedbeard, Kasmir/Bigguyinblack,
Location #3: Windswept Chasm
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Howling Sands
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/Gimry,
Location #5: 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: 0 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: NokNok/Matsu_Kurisu,
Barrier
Traits: Obstacle Weather Electricity
To Defeat: None
While displayed, when you start your turn at this location, roll 1d4. On a 4,
Spell
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
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.
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
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.
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.
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
MM
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.
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.
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
MM
Henchman B
Type: Barrier
Traits:
Obstacle
Acid
Veteran
To Defeat:
Intelligence
Craft
Wisdom
Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

Aric - Gimry |

========================
Red Raven starts their turn.
Hour: Blessing of Horus
Hour Power:No effect.
Location: Howling Sands
Location Power:At the start of your turn, recharge any cards that have the Cold trait.
Adventure Powers:
1: Either suffer a scourge or bury the spell instead of discarding or recharging it.
2: Shuffle the villain Sandstorm into the blessings deck and shuffle a spell from the box into your location deck.
3–7: No effect.
8: Either banish a displayed card that has the Curse trait or shuffle the spell into your deck instead of discarding or recharging it.
Start of Turn: Stay as Red Raven
Swap Shadowless Sword and Blessing of the Ancients
Move to Sulfer Pits
End of Move Examine - Whip of Centipedes
After Examine: Switch to Aric
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.
Intelligence 10: 1d8 + 1d8 ⇒ (4) + (4) = 8
Intelligence - 1d8
Blessed - 1d8
Use Zetha's Clockwork Menial to add a die
DiscardRecharge Vreva Jhafae to explore and add 1d6 to non-combat checks
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.
Divine 6: 1d4 + 1d6 ⇒ (2) + (3) = 5
Divine - 1d4
Vreva Jhafae - 1d6
Discard Hypnotists Locket as Acid damage for being at an open location
"
Hand: Shadowless Sword, Lockpick Shield, The Viper, Lookout, Marianix Karn, Blessing of Zon-Kuthon,
Displayed:
Current Location: Howling Sands
Kit: Spyglass, Blessing of the Ancients, Thieves' Tools,
Deck: 6 Discard: 9 Buried: 0
NOTES:
Other: Paizo Re-Roll Used for 4-4B? N
Hero Points: 5
Middle of Deck (Unknown Order): 0
Recharged: Vizier, Red Leathers, Menacing Backsword +1, Quick-Change Mask, Billy (Evangelist), Vreva Jhafae,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
☑ On your combat check, you may discard an Accessory or Clothing card or an armor to add 1d8.
End of Turn Summary
Use Zetha's Clockwork Menial
Banished top 2 cards of Sulfur Pits

Kasmir the Kind |

scenario effect: 1d8 ⇒ 4 No effect.
Kasmir attempts to recover all cards in their Recovery pile.
Lightning Bolt (Core): Arcane 10: 1d10 + 6 ⇒ (1) + 6 = 7 -> Lightning Bolt (Core) discarded.
Blessing of the Ancients in effect. Discard Chain Lightning to draw Major Cure from my discard pile. Pass Good Omen to Zetha.
Move to Sulfur Pits.
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.
combat 16 displaying Chain Lightning (Core): 1d10 + 3d6 + 6 ⇒ (2) + (5, 3, 5) + 6 = 21
Discard The Foreign Trader to explore.
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.
Recharge Pillar of Life to reduce the difficulty to acquire by 4. NokNok recharges Priest of Abadar.
wisdom 6 aided by Priest of Abadar: 1d8 + 1d6 ⇒ (2) + (2) = 4
folio reroll on the d8: 1d8 ⇒ 3
Send Game of Afterlife to recovery to reroll the d8: 1d8 ⇒ 7
9 succeeds.
use Daji discarding Smite Abomination to heal my spells: 1d4 + 1 ⇒ (2) + 1 = 3
Major Cure on myself: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
discard Glyphbane Gloves to heal NokNok: 1d4 + 1 ⇒ (3) + 1 = 4
Recharge Staff of Minor Healing (Core) to heal NokNok. Elemental Traty prevents the 1 acid damage for being at an open location.
Lightning Storm: 1d4 ⇒ 3 Recharge Ring of Protection (Core) to prevent it.
scenario effect for Major Cure: 1d8 ⇒ 7 No effect.
scenario effect for Chain Lightning (Core): 1d8 ⇒ 5 No effect.
Kasmir ends their turn.
Kasmir attempts to recover all cards in their Recovery pile.
Game of Afterlife: Arcane Int 8: 1d10 + 4 ⇒ (4) + 4 = 8 -> Game of Afterlife recharged.
Chain Lightning (Core): Arcane 13: 1d10 + 6 ⇒ (3) + 6 = 9 -> Chain Lightning (Core) discarded.
Kasmir resets their hand.
Hand: Bound Imp (Core), Lightning Bolt (Core), Smite Abomination, Pillar of Life, Fly (Core), Imp, Remove Curse, Spellsword +2,
Displayed: Daji,
Deck: 8 Discard: 7 Buried: 1
"Current Location: Sulfur Pits
Hero Points: 5"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: used
Daji: While displayed, you may recharge a card to shuffle 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle in 1d4+1 random spells instead. Then put this card on top of your deck.Smite Abomination: Banish 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.
Pillar of Life: 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
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): The Foreign Trader, Blessing of the Elements, Acid Burst, Frost Ray (Core), The Midwife
Recharged: Staff of Minor Healing (Core), Ring of Protection (Core), Game of Afterlife,
Discard Pile:
Buried Pile:
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"
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.
Sulfur Pits Card 3 banished. Card 4 acquired.
Zetha was handed Good Omen.
NokNok recharges Priest of Abadar then is healed forr 5.

Kasmir the Kind |

At the start of NokNok's turn display Imp to draw 2 cards: The Foreign Trader and Frost Ray (Core), Send Bound Imp (Core) to recovery to draw 2 cards: Acid Burst and The Midwife.
Hand: Acid Burst, Lightning Bolt (Core), Smite Abomination, Pillar of Life, Fly (Core), The Midwife, Remove Curse, Spellsword +2, The Foreign Trader, Frost Ray (Core),
Displayed: Daji, Imp,
Deck: 4 Discard: 7 Buried: 1
"Current Location: Sulfur Pits
Hero Points: 5"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: used
Daji: While displayed, you may recharge a card to shuffle 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle in 1d4+1 random spells instead. Then put this card on top of your deck.Smite Abomination: Banish 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.
Pillar of Life: 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.
The Foreign Trader: On a local non-combat check, discard to bless and add your Intelligence die. (1d10)
The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Blessing of the Elements
Recharged: Staff of Minor Healing (Core), Ring of Protection (Core), Game of Afterlife,
Discard Pile:
Buried Pile:
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"
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.

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
"O, wretches! You stand helpless before me!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
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:
1: Either suffer a scourge or bury the spell instead of discarding or recharging it.
2: Shuffle the villain Sandstorm into the blessings deck and shuffle a spell from the box into your location deck.
3–7: No effect.
8: Either banish a displayed card that has the Curse trait or shuffle the spell into your deck instead of discarding or recharging it.
*Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display that Lightning Storm next to a random occupied location. When that Lightning Storm would be banished, display it next to a random open location instead.
*Before drawing starting hands, shuffle the henchman Conflagration and a spell from the box into each location deck.
Additional Rules:
Henchman
Type: Monster
Traits: Aberration
To Defeat: Combat 20 OR Survival Dexterity Acrobatics 10
When you encounter the Sand Kraken, each character at your location attempts a check to defeat it. If any character fails, the Sand Kraken is undefeated; display it next to your location, and each character that fails shuffles his token card into the location deck. When all tokens have been returned to the location, the Sand Kraken is defeated. If defeated, automatically close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Outsider
To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
When you examine this card, if a card that has the Curse trait is displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All damage dealt by Theletos is Mental damage that may not be reduced. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Barrier
Traits: Obstacle Acid Veteran
To Defeat: Intelligence Craft Wisdom Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
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.
Henchman
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 4
Turn: 20, NokNok/Matsu_Kurisu
Monsters
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
MM
Monster 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.
Barriers
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
MM
Barrier 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.
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Weapons
MM
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 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
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
MM
Spell 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.
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
MM
Armor 2
Traits:
Clothing
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.
MM
Armor 3
Traits:
Shield
Offhand
To Acquire:
Constitution
Fortitude 6
OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 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
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.
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
MM
Item 2
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Recharge this card to ignore a power that happens before or after you act on a non-villain bane that has the Undead trait.
Banish this card to banish a displayed card that has the Curse trait.
MM
Item 3
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 9
If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
MM
Item 2
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 8
If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.
Allies
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait.
MM
Ally 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.
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.
MM
Ally 2
Traits:
Half-Elf
Shopkeeper
Aspis
To Acquire:
Charisma Diplomacy 6
At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
Discard this card to explore your location.
MM
Ally 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.
Blessings
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.
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.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Current Hour:
MM
Blessing 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: 12
Hourglass
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.
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
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
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.
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.
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.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of 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.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #1: Scorched Obelisk
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Towering Obelisk
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zetha/WilderRedbeard,
Location #3: Windswept Chasm
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Howling Sands
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #5: 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: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Aric/Gimry, Kasmir/Bigguyinblack, NokNok/Matsu_Kurisu,
Barrier
Traits: Obstacle Weather Electricity
To Defeat: None
While displayed, when you start your turn at this location, roll 1d4. On a 4,
Spell
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
MM
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 18
If the check to defeat has the Cold trait, add 1d8.
If undefeated, shuffle this card into a random open location.
MM
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.
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.
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
MM
Henchman B
Type: Barrier
Traits:
Obstacle
Acid
Veteran
To Defeat:
Intelligence
Craft
Wisdom
Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

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Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,
Out of turn updates
Recharge Priest of Abadar for Kasmir
Healed for 5 from Kasmir (Full heal)
Hour = 20 NokNok/Matsu_Kurisu: Blessing of Anubis
Start of Turn
At: Sulfur Pits: M:3 B:1 W:1
SoT Lightning Storm: 1d4 ⇒ 2 -2 Spell Ward Shield to 0
Storm moves to: 1d5 ⇒ 2 #2: Towering Obelisk
Give: No
Move: No
At This Location: For your checks that have the Acid trait, add a die.
Free explore = 1: Giant Crocodile, Monster 3: Combat 18
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.
Reveal Shadowless Sword 1d8+3+1d8+2, (#Barriers+1) +2, Finesse +1d4
Combat 18: 1d8 + 3 + 1d8 + 2 + 2 + 1d4 ⇒ (4) + 3 + (8) + 2 + 2 + (4) = 23 Banished
Recharge lt Sun Falcon Pectoral, explore = 2: Conflagration, Henchman B: Special
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.
End of Turn
At the end of your turn, if you are at an open location, you are dealt 1 Acid damage. -2 Spell Ward Shield to 0
Conflagration EoT: 1 Fire Damage. -2 Spell Ward Shield to 0
Spell Ward Shield EoT
Strength 1d8+3, (#Monsters +1d4) +3+1d4
Strength 6: 1d8 + 3 + 2 + 1d4 ⇒ (6) + 3 + 2 + (4) = 15 Success. Stay displayed
Recovery
Reset
Recharge
Discard
Draw Captain's Cutlass, The Crow
Summary
Location = Sulfur Pits (3-6)
Acquired =
Banished = 1: Giant Crocodile
Examined =
Displayed = 2: Conflagration
Added =
Location =
Added =
Examined =
Banished =
From Box =
Give =
Used =
Other = Storm moves to #2: Towering Obelisk
"
Hand: Shadowless Sword, Marianix Karn, Desna's Freedom, Captain's Cutlass, The Crow,
Displayed: Mask of Stolen Mien (Human), Spell Ward Shield,
Deck: 11 Discard: 0 Buried: 1
Hero Points: 5
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Zetha - WilderRedbeard |

Off turn: Discard Clockwork Menial for Aric's check.
Receive Good Omen from Kasmir.
Start of turn: The hour of Nethys
Lightning Storm roll: 1d4 ⇒ 4
Lightning Storm new location: 1d5 ⇒ 3 Windswept Chasm
Draw two new monsters from the box: Vanth (M2) & Scarab Swarm (M0).
Move to Sulfur Pits.
Explore:
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.
Fire damage: 1d6 + 1 ⇒ (3) + 1 = 4Display Stone Skin to reduce damage to 0.
End turn. Recharge Wand of Scorching Ray to use Phantom Steed to move to Towering Obelisk.
Attempt Recovery:
Stone Skin - Arcane 9: 1d10 + 3 ⇒ (8) + 3 = 11 recharged
Reset hand, discarding Vanth and Scarab Swarm.
Hand: Invisibility (c), Good Omen (c), Slip, Good Omen (Kasmir's), Blessing of Maat (loot), Corrosion (acq),
Displayed: Phantom Steed, Cockroach Coat, Ahtez (Cohort), Elemental Treaty (tr),
Deck: 12 Discard: 5 Buried: 1
Current Location: Towering Obelisk
Unused Hero Points: 2
NOTES:
Available Support: Good Omen, Corrosion and Blessing of Maat available to use.
Other: Dice Re-Roll Used for 4B?: Y
Reloaded:
Middle of Deck (Unknown Order): Eloquence, Shadow Victim Ring, Blessing of Anubis (acq), Staff of Minor Healing (c), Riftwarden, Elemental Mastery (acq), Blessing of Abadar, Blessing of Pharasma, Blessing of Achaekek, Create Spiked Pit
Recharged: Wand of Scorching Ray (acq), Stone Skin,
Discard Pile: Disable Mechanism (loot), Dreamstalker, Clockwork Menial (acq), Vanth (M2), Scarab Swarm (M0),
Buried Pile: Bound Imp,
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS: GLOOMWALKER Role Card
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☑ or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
☑ When you play Ahtez for your combat check, add 1d6 (☑ 2d6).
□ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
□ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Traits: Outsider, Eidolon, Arcane, Veteran
Powers:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.

BR eddiephlash |

Aric's Hour is Sandstorm.
Aric's new location: 1d5 ⇒ 2: Towering Obelisk,
Kasmir's new location: 1d5 ⇒ 1: Scorched Obelisk
NokNok's new location: 1d5 ⇒ 3: Windswept Chasm
Zetha's new location: 1d5 ⇒ 4: Howling Sands
All closed locations, so no cards to examine.
=================================
During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
"O, wretches! You stand helpless before me!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
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:
1: Either suffer a scourge or bury the spell instead of discarding or recharging it.
2: Shuffle the villain Sandstorm into the blessings deck and shuffle a spell from the box into your location deck.
3–7: No effect.
8: Either banish a displayed card that has the Curse trait or shuffle the spell into your deck instead of discarding or recharging it.
*Before building the location decks, set aside the barrier Lightning Storm. After placing token cards, display that Lightning Storm next to a random occupied location. When that Lightning Storm would be banished, display it next to a random open location instead.
*Before drawing starting hands, shuffle the henchman Conflagration and a spell from the box into each location deck.
Additional Rules:
Henchman
Type: Monster
Traits: Aberration
To Defeat: Combat 20 OR Survival Dexterity Acrobatics 10
When you encounter the Sand Kraken, each character at your location attempts a check to defeat it. If any character fails, the Sand Kraken is undefeated; display it next to your location, and each character that fails shuffles his token card into the location deck. When all tokens have been returned to the location, the Sand Kraken is defeated. If defeated, automatically close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Outsider
To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
When you examine this card, if a card that has the Curse trait is displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All damage dealt by Theletos is Mental damage that may not be reduced. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Barrier
Traits: Obstacle Acid Veteran
To Defeat: Intelligence Craft Wisdom Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
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.
Henchman
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 4
Turn: 22, Aric/Gimry
Monsters
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
MM
Monster 2
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
MM
Monster 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.
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
MM
Monster 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.
Barriers
MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
Weapons
MM
Weapon 3
Traits:
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.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 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.
Spells
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
MM
Spell 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.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 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.
Armors
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.
MM
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
MM
Armor 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.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 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
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
MM
Item 2
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Banish this card to banish a displayed card that has the Curse trait.
Allies
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
MM
Ally 2
Traits:
Trigger
Caligni
Oracle
To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it into the deck it came from.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 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.
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.
Blessings
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing 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.
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing C
Traits:
Divine
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.
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Current Hour:
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 10
Hourglass
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
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.
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.
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.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of 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.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #1: Scorched Obelisk
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kasmir/Bigguyinblack, None
Location #2: Towering Obelisk
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/Gimry,
Location #3: Windswept Chasm
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/Matsu_Kurisu,
Barrier
Traits: Obstacle Weather Electricity
To Defeat: None
While displayed, when you start your turn at this location, roll 1d4. On a 4,
Spell
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
Location #4: Howling Sands
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zetha/WilderRedbeard,
Location #5: 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: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
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.
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
MM
Henchman B
Type: Barrier
Traits:
Obstacle
Acid
Veteran
To Defeat:
Intelligence
Craft
Wisdom
Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

Kasmir the Kind |

Kasmir attempts to recover all cards in their Recovery pile.
Bound Imp (Core): Arcane 8: 1d10 + 6 ⇒ (5) + 6 = 11 -> Bound Imp (Core) recharged.
Cast Fly (Core) examining the top card of Sulfur Pits Geniekin. Trigger: summon and encounter random monster #1.
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.
combat 13 casting Frost Ray (Core): 1d10 + 3d6 + 6 ⇒ (5) + (5, 3, 5) + 6 = 24
scourge from scenario effect: 1d8 ⇒ 2 Curse of Poisoning
combat 13 casting Lightning Bolt (Core): 1d10 + 3d6 + 6 ⇒ (2) + (4, 1, 2) + 6 = 15
Use Fly to move to Sulfur Pits.
scenario effect for Fly (Core): 1d8 ⇒ 7 No effect.
scenario effect for Frost Ray (Core): 1d8 ⇒ 7
scenario effect for Lightning Bolt (Core): 1d8 ⇒ 6 No effect.
Kasmir attempts to recover all cards in their Recovery pile.
Fly (Core): Arcane 10: 1d10 + 6 ⇒ (4) + 6 = 10 -> Fly (Core) recharged .
Frost Ray (Core): Arcane 9: 1d10 + 6 ⇒ (3) + 6 = 9 -> Frost Ray (Core) recharged.
Lightning Bolt (Core): Arcane 10: 1d10 + 6 ⇒ (9) + 6 = 15 -> Lightning Bolt (Core) recharged.
Kasmir is at Sulfur Pits and the top card is known: Geniekin.

Aric - Gimry |

========================
Aric starts his turn.
Hour: Blessing of Nethys
Hour Power:No effect.
Location: Towering Obelisk
Location Power:After playing a boon that has the Electricity trait, you may put it on top of your deck.
Adventure Powers:
1: Either suffer a scourge or bury the spell instead of discarding or recharging it.
2: Shuffle the villain Sandstorm into the blessings deck and shuffle a spell from the box into your location deck.
3–7: No effect.
8: Either banish a displayed card that has the Curse trait or shuffle the spell into your deck instead of discarding or recharging it.
Start of Turn: Switch to Red Raven
Move to Sulfur Pits
Elect not to examine
Swap Lookout with Spyglass
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.
Combat 16(8+8): 1d10 + 7 + 1d8 + 2 ⇒ (5) + 7 + (3) + 2 = 17
Combat(Melee) - 1d10+7
Shadowless Sword - 1d8+2
Discard Spyglass to examine 2 cards and rearrange
Card 2 - Flask Thrower
Card 3 - Acid Pool
I'll let Kasmir reorder them
After Examine: Switch to Aric
"
Hand: Shadowless Sword, Lockpick Shield, The Viper, Vizier, Marianix Karn, Blessing of Zon-Kuthon,
Displayed:
Current Location: Towering Obelisk
Kit: Lookout, Blessing of the Ancients, Thieves' Tools,
Deck: 5 Discard: 10 Buried: 0
NOTES:
Other: Paizo Re-Roll Used for 4-4B? N
Hero Points: 5
Middle of Deck (Unknown Order): 0
Recharged: Red Leathers, Menacing Backsword +1, Quick-Change Mask, Billy (Evangelist), Vreva Jhafae,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
☑ On your combat check, you may discard an Accessory or Clothing card or an armor to add 1d8.
End of Turn Summary
Banished top card of Sulfur Pits
Examined Cards 2 and 3 of Pits
Kasmir can reorder Sulfur Pits

Kasmir the Kind |

Acid Pool on top.
Sandstorm in effect.
Kasmir: 1d5 ⇒ 5 Sulfur Pits
NokNok: 1d5 ⇒ 1 Scorched Obelisk
Zetha: 1d5 ⇒ 4 Howling Sands
Aric: 1d5 ⇒ 5 Sulfur Pits
At the start of my turn discard Smite Abomination to draw Major Cure from my discard pile.
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 9 +4 casting Acid Burst, Aided by location: 2d10 + 2d4 + 6 ⇒ (8, 5) + (4, 2) + 6 = 25
scourge: 1d8 ⇒ 7 Curse of Fevered Dreams
MM
Henchman B
Type: Barrier
Traits:
Obstacle
Acid
Veteran
To Defeat:
Intelligence
Craft
Wisdom
Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Zetha casts Corrosion.
intelligence 9 +4 aided by Corrosion, discarding The Foreign Trader to bless and add my intelligence die: 4d10 + 4 ⇒ (9, 7, 2, 8) + 4 = 30
Gain an irrelevant scourge then take 1 acid damage to close. We win.

BR eddiephlash |

Victory!
Development:
“That’s the last of them,” shouts Ashasar as you reunite under a shower of glowing hail. He turns toward the storm’s heart, plants one hand on the ground, and holds one toward the sky. Across the miles-wide area, the disks begin to glow, and the storm begins to slowly dissipate.
You run over to congratulate Ashasar, only to find him shaking. His veins stand out with sickly purple energy and he coughs teal smoke as he stands with some difficulty. Then he points toward the east. On the horizon, you can see winged figures flying your direction.
Your efforts have not gone unnoticed.
Scenario Reward:
Spell
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.
Spell
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.
Acquired cards:
The Viper (Ally 3)
Hearth Elemental (Ally 4)
Commander Abdallah (Ally 3)
Clockwork Menial (Ally 3)
Blessing of Anubis (Blessing 4)
Necklace of Fireballs (Item 4)
Glyphbane Gloves (Item 2)
Wand of Scorching Ray (Item 3)
Smite Abomination (Spell 4)
Elemental Mastery (Spell 3)
Chain Lightning (Spell 3)
Elemental Skin (Spell 4)
Pillar of Life (Spell 4)
Corrosion (Spell 2)
Spellsword +2 (Weapon 4)
To the discussion page!

BR eddiephlash |

Scenario 4-4C: RIDDLES OF RUIN
Your attention is split between assessing Ashasar’s dire condition and watching a quartet of winged humanoids swoop down to alight nearby. Each one’s upper body resembles a tattooed human with feathered wings sprouting from his shoulders. Their powerful feline legs land softly in the sand, and their tufted tails twitch anxiously as they look first at you and then at each other. You have heard of these desert natives before: maftets, dwellers in Garund’s lost cities.
One approaches confidently and speaks. “Your friend has calmed the storm. That is no easy feat.” The other maftets look at the wheezing Ashasar with respect. The geniekin tries to respond, only to expel a series of floating bubbles that pop and release his words in a disjointed chorus. The lead maftet scowls. “Whatever he did came at a cost, and he now suffers a powerful spellblight. I am Erayu. Come. We can provide some treatment.”
The maftets help you carry Ashasar east, explaining that their tribe has lived among the ruins of an ancient Nexian fortress for generations. A month ago, a sphinx arrived, promising enlightenment to any who could help her solve the Riddle of Koth’Vaul. The tribe fractured. Some offered their service; others wished nothing of her puzzle. The more the maftets helped solve the sphinx’s conundrum, the more her appearance changed, and each breakthrough left her more feral, ferocious, and driven. Likewise, her disciples became more combative as they mapped out impossibly complex patterns in the land to unravel the riddle. At last, the other maftets fled, fearing what their kin had become.
Koth’Vaul? You recognize the name of the fiend that was working with Muhlia al-Jakri. You suspect that whatever riddle Koth’Vaul provided the sphinx, it’s responsible for her transformation and the maftets’ distress. What’s worse, you think the maftets’ home is worryingly close to where al-Jakri hid the Atramentous Eye. Hoping to learn more, you leave Ashasar in your new friends’ care and set out to study these ruins.
SETUP:
LOCATIONS:
1-6: ALTAR OF RIDDLES
1-6: WALLED OASIS
1-6: GARDEN OF SYMMETRY
Story Banes:
Villain: Userib
Henchmen:
DURING THIS SCENARIO:
======================
Traders please!

BR eddiephlash |

Traders:
3 to Agymah, 4 arcane spells:
MM Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM Spell 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.
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.
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.
===================================
During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
"O, wretches! You stand helpless before me!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
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 building the location decks, build a number of Garden of Symmetry locations equal to the number of characters.
Additional Rules:
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Effect: The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage. After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 4
Turn: 0, Kasmir/Bigguyinblack
Monsters
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
MM
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.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barriers
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
MM
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
Weapons
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
MM
Weapon 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.
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
MM
Weapon 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.
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
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.
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 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.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 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.
Armors
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.
MM
Armor 3
Traits:
Shield
Offhand
To Acquire:
Constitution
Fortitude 6
OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
MM
Armor 2
Traits:
Clothing
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.
MM
Armor 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.
Items
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
MM
Item 4
Traits:
Staff
Attack
Alchemical
To Acquire:
Strength
Melee 10
OR Intelligence
Craft 12
For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Banish this card to banish a displayed card that has the Curse trait.
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
MM
Item 3
Traits:
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
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.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
MM
Ally 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.
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.
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
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Location #2: Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #3: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Location #4: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Location #5: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Location #6: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
=============================
Please post starting info:

Zetha - WilderRedbeard |

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

Kasmir the Kind |

Exchanging Cure for Eruption loot. Exchanging Staff of Minor Healing (Core) for Game of Afterlife loot. Exchange Ring of Protection (Core) for Mahga Threefingers at Sunburst. I'll start at #3: Garden of Symmetry.
Hand: Blessing of the Elements, Chain Lightning (Core), Good Omen (Core), Mahga Threefingers, Nightspear, The Foreign Trader, Fly (Core), Bound Imp (Core),
Displayed: Snapping Turtle,
Deck: 12 Discard: 0 Buried: 0
"Current Location: #3: Garden of Symmetry
Hero Points: 5"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Unused
Snapping Turtle: “If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the marker.”Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
The Foreign Trader: On a local non-combat check, discard to bless and add your Intelligence die. (1d10)
Nightspear: At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Mass Cure, Major Cure, The Marriage, Eruption, Frost Ray (Core), Zellara's Harrow Deck, Game of Afterlife, The Midwife, Acid Burst, Imp, Lightning Bolt (Core), Fate-reader Lenses
Recharged:
Discard Pile:
Buried Pile:
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"
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.

![]() |

Nok-Nok/Matsu Kurisu - 4-4C: RIDDLES OF RUIN
Card Upgrade
= Blackjack's Rapier (AD4) in, Captain's Cutlass out
= New Slot = Glamered Leather Armor (AD2)
Starting Location
= Walled Oasis: M:2 B:2 W:1
Loot/Traders
Sun Falcon Pectoral: Thieves' Tools out
Golden Serpent Armband: Mask of Stolen Mien out
Bonus Blessing Loot: Blessing of Maat in, Blessing of the Spy (2) out
Traders
Sunburst Market
td Stained Glass Elemental in, Mouse out
"
Hand: Blackjack's Rapier, lt Sun Falcon Pectoral, Marianix Karn, The Crow, Master of Masters,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 5
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
"O, wretches! You stand helpless before me!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
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 building the location decks, build a number of Garden of Symmetry locations equal to the number of characters.
Additional Rules:
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Effect: The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage. After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 4
Turn: 1, NokNok/Matsu_Kurisu
Monsters
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.
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barriers
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Barrier 2
Traits:
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.
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.
Weapons
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
MM
Weapon 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.
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
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
MM
Spell 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.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
MM
Spell 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
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.
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.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 2
Traits:
Clothing
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Items
MM
Item 2
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
MM
Item C
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
MM
Item 3
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 9
If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
MM
Item 3
Traits:
Object
Alchemical
Mummy
To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
Allies
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.
MM
Ally 3
Traits:
Automaton
To Acquire:
Intelligence
Craft 9
Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon.
Discard this card to explore your location.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait.
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison
To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
MM
Ally 2
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Blessings
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
MM
Blessing 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.
Current Hour:
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 29
Hourglass
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of Ra
MM
Blessing C
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bastet
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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.
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.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of 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.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Aric/Gimry, None
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.
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
Spell 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.
MM
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zetha/WilderRedbeard, NokNok/Matsu_Kurisu, None
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.
MM
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.
MM
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
MM
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.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits.
You may succeed at a Stealth 7 check to evade the Tekenu.
If the check to defeat has the Divine trait, add 1d6.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Location #3: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Kasmir/Bigguyinblack, None
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
MM
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.
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.
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.
MM
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Armor 2
Traits:
Shield
Offhand
Alchemical
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
MM
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.
Location #4: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
MM
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.
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.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
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.
Location #5: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
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.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
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.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
MM
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.
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: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Henchman 3
Type: Monster
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
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.

Aric - Gimry |

Swap Blessing of the Vaultmaster for Blessing of Ancients
Still taking Scorpion Whip, Neferekhu
Start at Alter of Riddles
"
Hand: Shadowless Sword, Menacing Backsword +1, Spyglass, Vizier, Jelani, Billy (Evangelist),
Displayed:
Current Location: Altar of Riddles
Kit: Marianix Karn, Red Leathers, Lookout,
Deck: 13 Discard: 0 Buried: 0
NOTES:
Other: Paizo Re-Roll Used for 4-4B? N
Hero Points: 5
Middle of Deck (Unknown Order): Scorpion Whip, Thieves' Tools, Hypnotist's Locket, Quick-Change Mask, Blessing of the Spy, Neferekhu, Shadowless Sword (1), Sorrowsoul, Vreva Jhafae, Blessing of the Vaultmaster, Mask of the Red Raven, Lockpick Shield, Blessing of Zon-Kuthon
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
☑ On your combat check, you may discard an Accessory or Clothing card or an armor to add 1d8.

![]() |

Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,
Out of turn updates
Hour = 1 NokNok/Matsu_Kurisu: Blessing of Abadar
Start of Turn
At: Walled Oasis: M:2 B:2 W:1
Give: No
Move: No
At This Location: Damage dealt to you is also dealt to a random other character at this location.
Free explore = 1: Poison Spiked Pit Trap, Barrier 1: Dexterity 14(10+4)
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.
Dexterity 1d8, (#Barriers+1) +3, discard Master of Masters +2d8
Dexterity 14: 1d8 + 3 + 2d8 ⇒ (4) + 3 + (8, 1) = 16 Banished. Free explore
Poison Trap.Explore = 2: Thousand Stings Whip, Weapon 4: Strength 11
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.
Strength 1d8+3, (#Monsters+1d4) +2+1d4, Reveal Marianix Karn +1
Strength 11: 1d8 + 3 + 2 + 1d4 + 1 ⇒ (4) + 3 + 2 + (2) + 1 = 12 Acquired
Recharge lt Sun Falcon Pectoral, explore = 3: Glyphbane Gloves, Item 2: Disable 7
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.
Disable 1d10+1+0, (#Monsters+1d4) +2+1d4, Reveal Marianix Karn +1
Disable 7: 1d10 + 1 + 0 + 3 + 2 + 1d4 + 1 ⇒ (6) + 1 + 0 + 3 + 2 + (4) + 1 = 17 Acquired
Display ac Ausetitha
End of Turn
At the end of your turn, choose a type of boon, (Ally) = 4: Ausetitha, Ally 4
Yes = (Draw / Banish)
No = (Recharge / Shuffle)
Recovery
Reset
Recharge
Discard ac Glyphbane Gloves
Draw Priest of Abadar
Summary
Location = Walled Oasis (5-10)
Acquired = 2: Thousand Stings Whip, 3: Glyphbane Gloves, 4: Ausetitha
Banished = 1: Poison Spiked Pit Trap,
Examined =
Displayed =
Added =
Location =
Added =
Examined =
Banished =
From Box =
Give =
Used =
Other =
"
Hand: Blackjack's Rapier, Priest of Abadar, Marianix Karn, The Crow, ac Thousand Stings Whip,
Displayed: ac Ausetitha (Weapon),
Deck: 15 Discard: 2 Buried: 0
Hero Points: 5
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Zetha - WilderRedbeard |

The hour of Bastet
Draw two new monsters from the box: Elemental Arachnid (M4) & Rukh (M3).
Move to Location 4: Garden of Symmetry.
Display Cockroach Coat & Ahtez.
Explore:
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.
Constitution (Stealth) 11: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (3) = 14 acquired
Recharge Elemental Skin & Invisibility per location power.
Discard Slip to examine the top card: Blessing of the Elements.
Choose not to attempt Int/Know 7 check and recharge BotElements into location.
Explore per Slip power:
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
Wisdom (Stealth) 10: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (3) = 14 defeated
Recharge Entice & BoPharasma per location power.
End turn. Per scenario power, choose Spell and examine the top card of Location 4: Whip of Centipedes (Spell 4). Choose to draw the spell.
End turn & reset hand.
Hand: Whip of Centipedes (acq), Silken Ceremonial Armor (acq), Staff of Minor Healing (c), Metamorph, Riftwarden, Blessing of Abadar,
Displayed: Ahtez (Cohort), Cockroach Coat,
Deck: 13 Discard: 1 Buried: 0
Current Location: Loc4: Garden of Symmetry
Unused Hero Points: 2
NOTES:
Available Support: Blessing available to use
Other: Dice Re-Roll Used for 4C?: N
Reloaded:
Middle of Deck (Unknown Order): Create Spiked Pit, Stone Skin, Shadow Victim Ring, Bound Imp, Blessing of Achaekek, Phantom Steed, Blessing of Maat (loot), Eloquence, Dreamstalker
Recharged: Elemental Skin (loot), Invisibility (c), Entice, Blessing of Pharasma,
Discard Pile: Slip,
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS: GLOOMWALKER Role Card
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☑ or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
☑ When you play Ahtez for your combat check, add 1d6 (☑ 2d6).
□ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
□ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Traits: Outsider, Eidolon, Arcane, Veteran
Powers:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.
Turn Summary:
Location 4: Garden of Symmetry
Cards 1 & 4 acquired
Card 2 recharged into location
Card 3 banished

Aric - Gimry |

========================
Aric starts his turn.
Hour: Blessing of Ra
Hour Power:No effect.
Location: Altar of Riddles
Location Power:At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it is the chosen type, you automatically acquire it.
Scenario Powers:
Start of Turn Location Examine. Choose Blessing. - Necklace of Fireballs (Item)
After Examine: Stay as Aric
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.
Arcane 9: 1d4 + 1d10 + 7 ⇒ (1) + (10) + 7 = 18
Arcane - 1d4
Diplomacy - 1d10+7
Recharge Vizier to add Diplomacy to Arcane check
Acquiring a boon lets me examine - Blessing of Abadar
After Examine: Switch to Red Raven
Swap Necklace of Fireballs for Red Leathers
Discard Jelani to explore
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.
Dexterity 6: 1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Dexterity - 1d10+4
Billy (Evangelist) - 1
Discard Abadar to explore again
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.
Diplomacy 7: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Diplomacy - 1d4
Red Leathers - 2
Billy (Evangelist) - 1
End of turn Red Raven Examine - Blessing of Pharasma
After Examine: Switch to Aric
End of Turn Scenario Examine - Choose Blessing. Woah! A blessing! Draw it
If the scenario power that lets me "Draw" the blessing triggers Arics "When you acquire" power, I will get a free examine of the top of the location. I can deal with that separately though
"
Hand: Shadowless Sword, Menacing Backsword +1, Red Leathers, Spyglass, Billy (Evangelist), Blessing of Pharasma,
Displayed:
Current Location: Altar of Riddles
Kit: Marianix Karn, Necklace of Fireballs, Lookout,
Deck: 14 Discard: 2 Buried: 0
NOTES:
Other: Paizo Re-Roll Used for 4-4C? N
Hero Points: 5
Middle of Deck (Unknown Order): Thieves' Tools, Shadowless Sword (1), Blessing of the Vaultmaster, Blessing of the Spy, Neferekhu, Quick-Change Mask, Scorpion Whip, Blessing of Zon-Kuthon, Mask of the Red Raven, Vreva Jhafae, Sorrowsoul, Hypnotist's Locket, Lockpick Shield
Recharged: Vizier,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
☑ On your combat check, you may discard an Accessory or Clothing card or an armor to add 1d8.
End of Turn Summary
Acquired cards 1,2 and 4 from Altar
Banished Card 3 from Altar

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
"O, wretches! You stand helpless before me!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
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 building the location decks, build a number of Garden of Symmetry locations equal to the number of characters.
Additional Rules:
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Effect: The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage. After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 4
Turn: 4, Kasmir/Bigguyinblack
Monsters
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.
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.
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.
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.
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Barriers
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
MM
Barrier 2
Traits:
Trap
Arcane
Magic
To Defeat:
ArcaneDivine 12
OR ConstitutionDisable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Weapons
MM
Weapon 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.
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
Spells
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
MM
Spell 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.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
MM
Spell 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.
MM
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to any Disable check.
Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Armors
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.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
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.
Items
MM
Item 4
Traits:
Staff
Attack
Alchemical
To Acquire:
Strength
Melee 10
OR Intelligence
Craft 12
For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
MM
Item 2
Traits:
Accessory
Magic
Mummy
To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.
MM
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
MM
Ally 2
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.
MM
Ally 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.
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.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Blessings
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
MM
Blessing C
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Current Hour:
MM
Blessing C
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Hours Remaining: 26
Hourglass
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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.
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.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of 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.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/Gimry, None
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
Spell 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.
MM
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: NokNok/Matsu_Kurisu, None
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.
MM
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits.
You may succeed at a Stealth 7 check to evade the Tekenu.
If the check to defeat has the Divine trait, add 1d6.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Location #3: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Kasmir/Bigguyinblack, None
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
MM
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.
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.
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.
MM
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Armor 2
Traits:
Shield
Offhand
Alchemical
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
MM
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.
Location #4: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Zetha/WilderRedbeard, Blessing of the Elements (recharged)
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.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
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.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 #5: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
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.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
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.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
MM
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.
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: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Henchman 3
Type: Monster
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
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.

Kasmir the Kind |

Blessing of Bastet.
Send Bound Imp (Core) to recovery to draw 2 cards: Major Cure and Lightning Bolt (Core).
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.
Banished. Discard Blessing of the Elements to explore.
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.
intelligence 7: 1d10 + 4 ⇒ (4) + 4 = 8
Discard Mahga Threefingers to explore.
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.
disable 6 discarding The Foreign Trader to bless and add my intelligence die: 2d4 + 1d10 ⇒ (1, 2) + (8) = 11
Draw random item #1 Sunrod. Discard Nightspear to explore.
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.
wisdom 12 shuffling Blessing of Wadjet into my deck to add 2d8 (Nightspear ability): 1d8 + 2d8 ⇒ (2) + (3, 2) = 7
Banished. Cast Fly (Core) to examine the top card of #5: Garden of Symmetry: Blessing of the Elements and #6: Garden of Symmetry: Toxic Geyser. Move to #5: Garden of Symmetry.
Major Cure: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Scenario effect name blessing. Draw Blessing of the Elements.
Kasmir ends their turn. Discard Sunrod
Kasmir attempts to recover all cards in their Recovery pile.
Bound Imp (Core): Arcane 8: 1d10 + 6 ⇒ (10) + 6 = 16 -> Bound Imp (Core) recharged.
Fly (Core): Arcane 10: 1d10 + 6 ⇒ (1) + 6 = 7 -> Fly (Core) discarded.
Kasmir resets their hand.
Hand: Chain Lightning (Core), Good Omen (Core), Lightning Bolt (Core), Blessing of the Elements 2, Game of Afterlife, The Foreign Trader, Mahga Threefingers, The Midwife,
Displayed: Snapping Turtle,
Deck: 12 Discard: 3 Buried: 0
"Current Location: #5: Garden of Symmetry
Hero Points: 5"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Unused
Snapping Turtle: “If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the marker.”Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
Game of Afterlife: Bury this card to banish a displayed card that has the Curse trait.
The Midwife: When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
The Foreign Trader: On a local non-combat check, discard to bless and add your Intelligence die. (1d10)
Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Zellara's Harrow Deck, The Marriage, Fate-reader Lenses, Blessing of the Elements, Blessing of Wadjet, Imp, Nightspear, Acid Burst, Eruption, Frost Ray (Core), Mass Cure
Recharged: Bound Imp (Core),
Discard Pile:
Buried Pile:
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"
Snapping Turtle: Arcane: Intelligence +2
Snapping Turtle: Fortitude: Constitution +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.
#3 Garden of Symmetry card 2 acquired. Cards 1, 3, and 4 banished.
#5: Garden of Symmetry card 1 acquired.
Random item #1 Sunrod acquired.
#6: Garden of Symmetry card 1 examined: Toxic Geyser.
Kasmir is at #5: Garden of Symmetry.

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Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,
Out of turn updates
Hour = 1 NokNok/Matsu_Kurisu: Blessing of the Elements
Start of Turn
At: Walled Oasis: M:2 B:2 W:1
Give: No
Move: No
At This Location: Damage dealt to you is also dealt to a random other character at this location.
Free explore = 1: Lightning Bolt, Spell 2: Intelligence 8
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.
1d4 says Nope. Banished
Discard Priest of Abadar, explore + 1d4 vs Barrier = 2: Tekenu, Monster 2: Combat 13
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.
Reveal Blackjack's Rapier(4s are 6) +1d8+3+1d6+2, (#Barriers+1) +3, Finesse +1d4
Combat 13: 1d8 + 3 + 1d6 + 2 + 3 + 1d4 ⇒ (2) + 3 + (5) + 2 + 3 + (1) = 16
ac Ausetitha (+/-5) = 21. Banished
AYA: 1d4 ⇒ 4 Take 2 Acid Damage. Nok-Nok.recharge(Blackjack's Rapier,The Crow)
End of Turn
At the end of your turn, choose a type of boon, (Blessing) = 3: Userib, Villain
Trigger: When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
Arcane 1d4, (#Monsters+1d4) 2+1d4, Kasmir/Bigguyinblack discards Blessing of the Elements 2 +1d4
Arcane 7: 1d4 + 2 + 1d4 + 1d4 ⇒ (2) + 2 + (2) + (4) = 10 Success
Yes = (Draw / Banish)
No = (Recharge / Shuffle)
Reload 3: Userib, Villain
Recovery
Reset
Recharge
Discard
Draw Shadowless Sword, Sorrowsoul, Blessing of the Spy
Summary
Location = Walled Oasis (3-6)
Acquired =
Banished = 1: Lightning Bolt, 2: Tekenu
Examined = 3: Userib, Villain
Displayed =
Added =
Location =
Added =
Examined =
Banished =
From Box =
Give =
Used = Kasmir/Bigguyinblack discards Blessing of the Elements 2
Other =
"
Hand: ac Thousand Stings Whip, Marianix Karn, Shadowless Sword, Sorrowsoul, Blessing of the Spy,
Displayed: ac Ausetitha (Weapon),
Deck: 14 Discard: 3 Buried: 0
Hero Points: 5
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Zetha - WilderRedbeard |

The hour of Ra
Draw two new monsters from the box: Bonestorm (M4) & Enchanter (M0).
Remain at Location 4: Garden of Symmetry.
Explore:
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.
Arcane (Stealth) 12: 1d10 + 6 + 1d4 ⇒ (1) + 6 + (3) = 10 Paizo re-roll the d10
Arcane (Stealth) 12: 1d10 + 6 + 3 ⇒ (8) + 6 + 3 = 17 acquired
Recharge Silken Ceremonial Armor per location power.
Discard Riftwarden to explore:
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Discard Metamorph to explore:
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Recharge Staff of Minor Healing per location power. Ahtez attacks! CC adds 1d4.
Combat 19: 1d10 + 6 + 1d4 + 2d6 ⇒ (1) + 6 + (1) + (6, 6) = 20 success
Recharge Blessing of Abadar and Bonestorm per location power.
Recharge Whip of Centipedes and Channel the Gift to close location. Location 4: Garden of Symmetry closed.
WPC power roll: 1d6 ⇒ 6 Recharge 2 cards from discard: Metamorph & Riftwarden.
End turn & reset hand.
Hand: Stone Skin, Phantom Steed, Create Spiked Pit, Bound Imp, Dreamstalker, Blessing of Maat (loot),
Displayed: Ahtez (Cohort), Cockroach Coat,
Deck: 15 Discard: 1 Buried: 0
Current Location: Loc4: Garden of Symmetry
Unused Hero Points: 2
NOTES:
Available Support: Blessing available to use
Other: Dice Re-Roll Used for 4C?: Y
At the start of Aric's turn, display Bound Imp to draw 2 cards: . Display Phantom Steed.
Attempt recovery:Arcane 8: 1d10 + 4 ⇒ (5) + 4 = 9 recharged
Hand: Stone Skin, Create Spiked Pit, Eloquence, Shadow Victim Ring, Dreamstalker, Blessing of Maat (loot),
Displayed: Ahtez (Cohort), Cockroach Coat, Phantom Steed,
Deck: 14 Discard: 1 Buried: 0
Current Location: Loc4: Garden of Symmetry
Unused Hero Points: 2
NOTES:
Available Support: Stone Skin, Eloquence, Shadow Victim Ring & Blessing available to use
Other: Dice Re-Roll Used for 4C?: Y
Reloaded:
Middle of Deck (Unknown Order): Blessing of Achaekek
Recharged: Elemental Skin (loot), Invisibility (c), Entice, Blessing of Pharasma, Silken Ceremonial Armor (acq), Staff of Minor Healing (c), Blessing of Abadar, Bonestorm (M4), Channel the Gift (acq), Whip of Centipedes (acq), Metamorph, Riftwarden, Bound Imp,
Discard Pile: Slip,
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS: GLOOMWALKER Role Card
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☑ or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
☑ When you play Ahtez for your combat check, add 1d6 (☑ 2d6).
□ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
□ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Traits: Outsider, Eidolon, Arcane, Veteran
Powers:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.

Aric - Gimry |

========================
Aric starts his turn.
Hour: Blessing of the Elements
Hour Power:No effect.
Location: Altar of Riddles
Location Power:At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it is the chosen type, you automatically acquire it.
Scenario Powers:
On Zetha's Turn, I'm going to discard Spyglass to examine top 2 of the Altar
Card 1 - Javelin of Lightning (Weapon)
Card 2 - Skull Ripper (Monster)
Leave in that order.
Start of Turn, choose weapon and Draw Javelin from Location Power
Start of Turn: Switch to Red Raven
End of Move Examine - Skull Ripper
Swap Javelin with Lookout
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.
Combat 14: 1d10 + 7 + 1d8 + 2 + 1 ⇒ (1) + 7 + (4) + 2 + 1 = 15
Combat(Melee) - 1d10+7
Shadowless Sword - 1d8+2
Billy (Evangelist) - 1
End of Turn Examine(RR Power) - Channel the Gift
After Examine: Switch to Aric
End of Turn Examine (Scenario) - Call Spell! Hey a spell!
Acquire Channel the Gift and discard it
"
Hand: Shadowless Sword, Menacing Backsword +1, Red Leathers, Lookout, Billy (Evangelist), Blessing of Pharasma,
Displayed:
Current Location: Altar of Riddles
Kit: Marianix Karn, Necklace of Fireballs, Javelin of Lightning,
Deck: 14 Discard: 4 Buried: 0
NOTES:
Other: Paizo Re-Roll Used for 4-4C? N
Hero Points: 5
Middle of Deck (Unknown Order): Lockpick Shield, Scorpion Whip, Quick-Change Mask, Blessing of the Vaultmaster, Vreva Jhafae, Mask of the Red Raven, Thieves' Tools, Shadowless Sword (1), Neferekhu, Sorrowsoul, Hypnotist's Locket, Blessing of the Spy, Blessing of Zon-Kuthon
Recharged: Vizier,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
☑ On your combat check, you may discard an Accessory or Clothing card or an armor to add 1d8.
End of Turn Summary
Acquired Cards 1 and 3 of the Altar
Banished Card 2 from the Altar

Kasmir the Kind |

Blessing of the Ancients in effect. Discard Lightning Bolt (Core) to draw Major Cure.
Move to Altar of Riddles.
MM
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Lightning Storm is displayed next to Altar of Riddles. Discard The Midwife to explore. Graven Goods. Use The Midwife's ability to exchange for random barrier #1.
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.
perception 6 +8 discarding The Foreign Trader to bless and add my intelligence die: 2d8 + 1d10 + 2 ⇒ (6, 1) + (7) + 2 = 16
Discard Mahga Threefingers to explore.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
bya intelligence 8: 1d10 + 4 ⇒ (1) + 4 = 5
send Game of Afterlife to recovery to reroll: 1d10 + 4 ⇒ (8) + 4 = 12
Valendron discards Blessing of Pharasma.
combat 19 displaying Chain Lightning (Core), double blessed by Pharasma: 3d10 + 3d6 + 6 ⇒ (1, 3, 3) + (1, 1, 6) + 6 = 21
intelligence 10 to close casting Good Omen (Core): 1d10 + 1d6 + 8 ⇒ (7) + (6) + 8 = 21
Major Cure on Aric and heal for 1: 1d4 + 1 ⇒ (3) + 1 = 4
Kasmir ends their turn.
Kasmir attempts to recover all cards in their Recovery pile.
Game of Afterlife: Int 8: 1d10 + 6 ⇒ (3) + 6 = 9 -> Game of Afterlife buried.
Good Omen (Core): Arcane 8: 1d10 + 6 ⇒ (3) + 6 = 9 -> Good Omen (Core) recharged.
Chain Lightning (Core): Arcane 13: 1d10 + 6 ⇒ (9) + 6 = 15 -> Chain Lightning (Core) recharged.
Kasmir resets their hand.
Hand: Bound Imp (Core), Blessing of the Elements, Blessing of Wadjet, Zellara's Harrow Deck, Fate-reader Lenses, Frost Ray (Core), Eruption, Acid Burst,
Displayed: Snapping Turtle,
Deck: 7 Discard: 7 Buried: 1
"Current Location: Altar of Riddles
Hero Points: 5"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Unused
Snapping Turtle: “If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the marker.”Blessing of Wadjet: Discard this card to add 2d8 to any check to acquire a boon.
Fate-reader Lenses: On any Perception check, reveal to add 1d10.
Zellara's Harrow Deck: Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Nightspear, Mass Cure, Imp, The Foreign Trader, The Marriage
Recharged: Good Omen (Core), Chain Lightning (Core),
Discard Pile:
Buried Pile:
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"
Snapping Turtle: Arcane: Intelligence +2
Snapping Turtle: Fortitude: Constitution +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.
Altar of Riddles Card 4 displayed next to location. Location is closed.
Random barrier #1 banished.
Aric discards Blessing of Pharasma and is then healed for 4.

Aric - Gimry |

Discard Pharasma for Kasmir
Aric is healed for 4: (Blessing of Abadar, Blessing of Pharasma, Jelani, Spyglass). Deck shuffled.

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
"O, wretches! You stand helpless before me!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
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 building the location decks, build a number of Garden of Symmetry locations equal to the number of characters.
Additional Rules:
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Effect: The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage. After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 4
Turn: 9, NokNok/Matsu_Kurisu
Monsters
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
The Skill Ripper is immune to the Attack and Mental traits.
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
MM
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.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
MM
Monster 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
MM
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Weapons
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
MM
Weapon 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.
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite
To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Spells
MM
Spell 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.
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
MM
Spell 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.
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Armors
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 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.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
MM
Armor 2
Traits:
Clothing
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Items
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
MM
Item 3
Traits:
Trigger
Object
Magic
To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.
MM
Item C
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
MM
Item 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
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
MM
Ally 3
Traits:
Automaton
To Acquire:
Intelligence
Craft 9
Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon.
Discard this card to explore your location.
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
MM
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.
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Blessings
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing 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.
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Current Hour:
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hours Remaining: 21
Hourglass
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.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of 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.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Altar of Riddles
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,
MM Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Location #2: Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: NokNok/Matsu_Kurisu, Userib - Villain! (reloaded)
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Location #3: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
MM
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Armor 2
Traits:
Shield
Offhand
Alchemical
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
MM
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.
Location #4: Garden of Symmetry
Closed
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zetha/WilderRedbeard,
Location #5: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Blessing of the Elements (reloaded)
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
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.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
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.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
MM
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.
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: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Toxic Geyser (reloaded)
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Henchman 3
Type: Monster
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
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.

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Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,
Out of turn updates
Hour = 9 NokNok/Matsu_Kurisu: Blessing of Wadjet
Start of Turn
At: Walled Oasis: M:2 B:2 W:1
Give: No
Move: #3 Garden of Symmetry: M:0 B:2 W:1
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
Free explore = 1: Steel Scorpion, Barrier 4: Stealth 10
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.
Stealth 1d8+3, (#Barriers+1) +3, Recharge Marianix Karn +1d6
Stealth 10: 1d8 + 3 + 3 + 1d6 ⇒ (2) + 3 + 3 + (4) = 12 Banished. No odd numbers
Discard Blessing of the Spy, explore +1d = 2: Striking Wing Scimitar, Weapon 4: Strength 12
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.
Stealth 1d8+3, (#Monsters+1d4) +0+1d4, Blessing of the Spy +1d8
strength 12: 1d8 + 3 + 0 + 1d4 + 1d8 ⇒ (1) + 3 + 0 + (1) + (5) = 10 Recharge Sorrowsoul, +1+1 = 12.
Location recharge(ac Thousand Stings Whip, Shadowless Sword)
2: Striking Wing Scimitar Acquired
End of Turn
At the end of your turn, choose a type of boon, (Armor) = 3: Day Star Half-Plate, Armor 3
Yes = (Draw / Banish)
No = (Recharge / Shuffle)
Recovery
Reset
Recharge
Discard
Draw Blessing of Abadar, Spell Ward Shield, Shock Kukri,
Summary
Location = #3 Garden of Symmetry:
Acquired = 2: Striking Wing Scimitar, 3: Day Star Half-Plate
Banished = 1: Steel Scorpion
Examined =
Displayed =
Added =
Location =
Added =
Examined =
Banished =
From Box =
Give =
Used =
Other =
"
Hand: ac Striking Wing Scimitar, Blessing of Abadar, Spell Ward Shield, Shock Kukri, ac 3: Day Star Half-Plate,
Displayed: ac Ausetitha (Weapon),
Deck: 14 Discard: 5 Buried: 0
Hero Points: 5
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Zetha - WilderRedbeard |

The hour of Concordance's Favor
Draw a Blessing from the box that has the Acid, Cold, Electricity or Fire trait: None available.
Draw two new monsters from the box: Skull Ripper (M3) & Royal Naga (M4).
Move to Location 6: Garden of Symmetry.
Explore:
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.
Dexterity 5+##=13: 1d10 + 3 ⇒ (5) + 3 = 8 Add a die per the hour power
Dexterity 5+##=13: 1d10 + 5 + 3 ⇒ (7) + 5 + 3 = 15 defeated
Recharge Shadow Victim Ring and Eloquence per location power.
Discard Dreamstalker to examine the top card of Loc6 and then encounter it:
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Discard BotElements to explore:
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.
Discard new blessing to explore:
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.
Constitution (Stealth) 8: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (1) = 12 acquired
Recharge Eloquence & Khamsin Coat per location power.
End turn & reset hand.
Hand: Stone Skin, Create Spiked Pit, Elemental Skin (loot), Invisibility (c), Blessing of Achaekek, Blessing of Maat (loot),
Displayed: Ahtez (Cohort), Cockroach Coat, Phantom Steed,
Deck: 15 Discard: 4 Buried: 0
Current Location: Loc6: Garden of Symmetry
Unused Hero Points: 1
NOTES:
Available Support: Stone Skin, Elemental Skin & Blessings available to use
Other: Dice Re-Roll Used for 4C?: Y
Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Entice, Blessing of Pharasma, Silken Ceremonial Armor (acq), Staff of Minor Healing (c), Blessing of Abadar, Bonestorm (M4), Channel the Gift (acq), Whip of Centipedes (acq), Metamorph, Riftwarden, Bound Imp, Shadow Victim Ring, Royal Naga (M4), Eloquence, Khamsin Coat (acq),
Discard Pile: Slip, Dreamstalker, Blessing of the Elements (acq), New Elemental Blessing,
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Stealth: Dexterity +3
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +1
Favored Card Type: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Light Armors
POWERS: GLOOMWALKER Role Card
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☑ or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
☑ When you play Ahtez for your combat check, add 1d6 (☑ 2d6).
□ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
□ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.
Traits: Outsider, Eidolon, Arcane, Veteran
Powers:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.

Aric - Gimry |

========================
Aric starts his turn.
Hour: Blessing of Nethys
Hour Power:No effect.
Location: Altar of Riddles
Location Power:At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it is the chosen type, you automatically acquire it.
Scenario Powers:
Lightning Storm: 1d4 ⇒ 3
Recharge Lookout and Billy. Discard Backsword for damage
Location: 1d6 ⇒ 1
Stays at Altar
Start of Turn: Switch to Red Raven
Move to Location #6: Garden of Symmetry
End of Move Examine - Curse of Teeth and Fleas (TRIGGER)
When you examine this card, banish it.
Banish Curse of Teeth and Fleas
Free Explore
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.
Dexterity 10: 1d10 + 4 ⇒ (4) + 4 = 8
Dexterity - 1d10+4
End of Turn Examine (RR Power) - Blessing of the Ancients
End of Turn Examine (Scenario) Call Blessing, acquire Ancients
After Examine: Switch to Aric
"
Hand: Shadowless Sword, Scorpion Whip, Red Leathers, Blessing of Pharasma, Blessing of the Ancients, Blessing of the Vaultmaster,
Displayed:
Current Location: Garden of Symmetry
Kit: Marianix Karn, Necklace of Fireballs, Javelin of Lightning,
Deck: 17 Discard: 2 Buried: 0
NOTES:
Other: Paizo Re-Roll Used for 4-4C? N
Hero Points: 5
Middle of Deck (Unknown Order): Lockpick Shield, Mask of the Red Raven, Jelani, Sorrowsoul, Quick-Change Mask, Blessing of Zon-Kuthon, Vreva Jhafae, Hypnotist's Locket, Spyglass, Blessing of Abadar, Neferekhu, Vizier, Blessing of the Spy, Shadowless Sword (1), Thieves' Tools
Recharged: Lookout, Billy (Evangelist),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
☑ On your combat check, you may discard an Accessory or Clothing card or an armor to add 1d8.
End of Turn Summary
Lightning Storm stays at Altar
Banished Cards 5 and 6 from Location #6: Garden of Symmetry
Acquired Card 7 from Location #6: Garden of Symmetry

Kasmir the Kind |

Blessing of the Elements in effect.
Lightning Storm: 1d4 ⇒ 3
Recharge Frost Ray (Core) and place a marker on Snapping Turtle to prevent it. Discard Acid Burst to draw Major Cure from my discard pile.
Lightning Storm moves to: 1d6 ⇒ 2 #2: Walled Oasis
Send Bound Imp (Core) to recovery to draw 2 cards: The Marriage and Nightspear.
major cure myself: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Move to #5 Garden of Symmetry.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
intelligence 6 revealing Blessing of Wadjet: 1d10 + 1d4 + 4 ⇒ (6) + (2) + 4 = 12
Discard The Marriage to explore.
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.
arcane 11 revealing Blessing of Wadjet: 1d10 + 1d4 + 6 ⇒ (6) + (1) + 6 = 13
Recharge Zellara's Harrow Deck due to location. Discard Blessing of the Elements 3 to explore.
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.
perception 8 revealing Blessing of Wadjet, revealing Fate-reader Lenses: 1d8 + 1d4 + 1d10 + 2 ⇒ (6) + (1) + (2) + 2 = 11
Recharge Spellsword +2 due to location. Discard Blessing of Nethys to examine the next 2 cards: 4 Steel Ibis Lamellar and 5 Cultist of Areshkagal. Trigger.
Perception 8 revealing Fate-reader Lenses: 1d8 + 1d10 + 2 ⇒ (5) + (5) + 2 = 12
Place the armor on top and explore.
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 revealing Blessing of Wadjet: 1d10 + 1d4 + 4 ⇒ (1) + (1) + 4 = 6
Banished. Recharge Blessing of the Elements and Fate-reader Lenses due to location.
Discard Nightspear to heal allies and blessings: 1d4 + 1 ⇒ (1) + 1 = 2
Kasmir ends their turn.
Kasmir attempts to recover all cards in their Recovery pile.
Bound Imp (Core): Arcane 8: 1d10 + 6 ⇒ (8) + 6 = 14 -> Bound Imp (Core) recharged.
Kasmir resets their hand.
Hand: Blessing of Wadjet, Eruption, Lightning Bolt (Core), Fly (Core), Imp, Chain Lightning (Core), Blessing of the Elements, Zellara's Harrow Deck,
Displayed: Snapping Turtle,
Deck: 11 Discard: 6 Buried: 1
"Current Location: Garden of Symmetry #5
Hero Points: 5"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Unused
Snapping Turtle: “If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the marker.”Blessing of Wadjet: Discard this card to add 2d8 to any check to acquire a boon.
Zellara's Harrow Deck: Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Movement: Move me to NA if my location closes.
Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Frost Ray (Core), Good Omen (Core), Spellsword +2, Mass Cure, Sunrod, The Marriage, The Midwife, Blessing of the Elements 2, Fate-reader Lenses, The Foreign Trader
Recharged: Bound Imp (Core),
Discard Pile:
Buried Pile:
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"
Snapping Turtle: Arcane: Intelligence +2
Snapping Turtle: Fortitude: Constitution +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.
Garden of Symmetry #5 cards 1 - 3 acquired. Card 4 banished. Card 5 examined and on top.
Lightning Storm moved to Walled Oasis.

BR eddiephlash |

Zetha gets a Blessing of Ra from the Favor. Then, Kasmir missed their end of turn examine, which would have hit the trigger for Cultist of Areshkagal again.
During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
"O, wretches! You stand helpless before me!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
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 building the location decks, build a number of Garden of Symmetry locations equal to the number of characters.
Additional Rules:
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Effect: The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage. After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 4
Turn: 13, NokNok/Matsu_Kurisu
Monsters
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
MM
Monster 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.
MM
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
If undefeated, discard a spell.
MM
Monster 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
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
MM
Barrier 2
Traits:
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.
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
Weapons
MM
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
MM
Weapon 3
Traits:
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.
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.
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
Spells
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 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.
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.
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Armors
MM
Armor 2
Traits:
Clothing
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
MM
Armor 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.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 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.
Items
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
MM
Item 3
Traits:
Object
Alchemical
Mummy
To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
MM
Item 2
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Recharge this card to ignore a power that happens before or after you act on a non-villain bane that has the Undead trait.
Banish this card to banish a displayed card that has the Curse trait.
MM
Item 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
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.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
MM
Ally 2
Traits:
Half-Elf
To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
MM
Ally 2
Traits:
Trigger
Caligni
Oracle
To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it into the deck it came from.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.
Blessings
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing C
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing 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.
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.
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Current Hour:
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 17
Hourglass
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of 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.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Altar of Riddles
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #2: Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:
Userib - Villain! (reloaded)
MM Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Location #3: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: NokNok/Matsu_Kurisu, None
MM
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Armor 2
Traits:
Shield
Offhand
Alchemical
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
MM
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.
Location #4: Garden of Symmetry
Closed
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #5: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kasmir/Bigguyinblack, Cultist of Areshkagal (henchman, reloaded)
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
MM
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.
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: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zetha/WilderRedbeard, Aric/Gimry,
MM
Henchman 3
Type: Monster
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
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.

Kasmir the Kind |

intelligence 8 vs Cultist of Areshkagal trigger: 1d10 + 4 ⇒ (1) + 4 = 5
foio reroll: 1d10 + 4 ⇒ (10) + 4 = 14
At the start NokNok's turn display Imp to draw 2 cards: The Foreign Trader and The Midwife.

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Turn Order NokNok/Matsu_Kurisu, Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,
Out of turn updates
End of NokNok's Turn
At the end of your turn, choose a type of boon, (Armor) = 3: Day Star Half-Plate, Armor 3
Yes = (Draw)
Hour = 13 NokNok/Matsu_Kurisu: Blessing of Nethys:
Start of Turn
At: #3 Garden of Symmetry: M:0 B:2 W:1
Give: No
Move:
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
Free explore = 2: Cultist of Areshkagal, Henchman 4: Combat 19
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Stealth 1d8+3, (#Monsters+1d4) +0+1d4
BYA Stealth 9: 1d8 + 3 + 0 + 1d4 ⇒ (5) + 3 + 0 + (3) = 11 Success. 2 odd die. Recharge 2 cards(Blessing of Abadar, ac Striking Wing Scimitar)
Shock Kukri 1d8+3+2d6, (#Barriers+1) +3, Finesse +1d4
Combat 19: 1d8 + 3 + 2d6 + 3 + 1d4 ⇒ (2) + 3 + (6, 2) + 3 + (1) = 17 ac Ausetitha (Weapon) +5 = 22. Banished. Success. 1 odd die. Recharge 1 card(Shock Kukri)
Location #3: Garden of Symmetry
When Closing: Recharge 2 cards of the same type. (Spell Ward Shield, ac 3: Day Star Half-Plate) CLOSED
End of Turn
At the end of your turn, choose a type of boon, (N/a) =
Yes = (Draw / Banish)
No = (Recharge / Shuffle)
When Permanently Closed: At the end of your turn, you may roll 1d6.
When closed recharge: 1d6 ⇒ 6
On an even result, recharge them from your discard pile.
Card recharged #1: 1d5 ⇒ 5 (Sorrowsoul)
Card recharged #2: 1d4 ⇒ 1 (Master of Masters)
Recovery
Reset
Recharge
Discard
Draw Glamered Leather Armor, Harrow Deck, Desna's Freedom, lt Golden Serpent Armband, Menacing Backsword +1
Summary
Location = #3 Garden of Symmetry: CLOSED
Acquired =
Banished = 2: Cultist of Areshkagal
Examined =
Displayed =
Added =
Location =
Added =
Examined =
Banished =
From Box =
Give =
Used =
Other =
"
Hand: Glamered Leather Armor, Harrow Deck, Desna's Freedom, lt Golden Serpent Armband, Menacing Backsword +1,
Displayed: ac Ausetitha (Weapon),
Deck: 16 Discard: 3 Buried: 0
Hero Points: 5
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
"O, wretches! You stand helpless before me!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
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 building the location decks, build a number of Garden of Symmetry locations equal to the number of characters.
Additional Rules:
Type: Monster
Traits: Trigger Maftet Cultist Cleric
To Defeat: Combat 15 THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Effect: The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
Henchman
Type: Monster
Traits: Trigger Lamia
To Defeat: Combat 14 THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist. All damage dealt by the Lamia Sisters is Cold damage. If defeated, you may draw a non-Basic item from the box. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage. After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Scenario Level (#): 4
Turn: 14, Zetha/WilderRedbeard
Monsters
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
MM
Monster 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.
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.
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.
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Barriers
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
5-6. You are dealt 2 Poison damage.
MM
Barrier 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.
Weapons
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.
MM
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
MM
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite
To Acquire:
Strength
Melee
Arcane
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.
MM
Weapon 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.
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.
Spells
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
Armors
MM
Armor 2
Traits:
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.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 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.
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.
Items
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
MM
Item 2
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
MM
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
Allies
MM
Ally 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.
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
MM
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.
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison
To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
MM
Ally 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.
Blessings
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.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Current Hour:
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hours Remaining: 16
Hourglass
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Blessing of 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.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Location #1: Altar of Riddles
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #2: Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here:
Userib - Villain! (reloaded)
MM Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Location #3: Garden of Symmetry
Closed
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NokNok/Matsu_Kurisu, None
Location #4: Garden of Symmetry
Closed
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #5: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kasmir/Bigguyinblack, Cultist of Areshkagal (henchman, reloaded)
MM
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19
When you examine this card or before you act, succeed at an Intelligence, Wisdom, Stealth, or Perception 8 check or recharge 1d4 cards, reset your hand, and you are dealt 1d6 Combat damage.
After you act, if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
MM
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.
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: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Zetha/WilderRedbeard, Aric/Gimry,
MM
Henchman 3
Type: Monster
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16
When you examine this card, succeed at a Stealth 7 check or summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a non-Basic item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran
To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
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.

Zetha - WilderRedbeard |

The hour of Ra
Draw two new monsters from the box: Guecubu (M3) & Royal Naga (M4).
Move to Walled Oasis.
Explore:
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17
When you examine this card or before you act, succeed at an Arcane or Divine 7 check or recharge 1d6 cards, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
After you act, if the result of either check to defeat is greater than 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Banish Guecubu to use Stealth for BYA check.
Arcane (Stealth) 7: 1d10 + 6 + 1d4 ⇒ (6) + 6 + (2) = 14 success
Scenario difficulty increase: 1d4 + 4 ⇒ (3) + 4 = 7
Display Elemental Skin and choose Fire to add 1d6+Fire to Melee checks.
Ahtez attacks! CC adds 1d4.
Combat 15+7=22: 1d10 + 6 + 4 + 3d6 + 1d4 ⇒ (8) + 6 + 4 + (5, 3, 3) + (4) = 33 success
Same thing for 2nd check except send Invisibility to recovery to add 2d10 and discard BoAchaekek to double bless.
Combat 17+7=24: 5d10 + 6 + 4 + 3d6 + 1d4 ⇒ (6, 3, 9, 10, 1) + 6 + 4 + (6, 6, 5) + (3) = 59 defeated
AYA Fire damage: 1d4 ⇒ 4
Elemental Skin reduces Fire damage to 0.
We win!

BR eddiephlash |

Victory!
Development:
Several maftet cultists lie dead, and the others have scattered, crying out for their sphinx patron to help as they flee toward the ruined fortress. You take a moment to study the expanse of bizarre patterns they created by carefully arraying stones atop the rocky soil. The patterns align with the partly healed tattoos incised on the fallen cultists’ skin, and you can’t help but be reminded of the ritual foci you helped arrange for Ashasar.
The fleeing maftets have almost reached the citadel but thankfully have received no sign of reinforcements. Could the sphinx be preparing an even more powerful ritual for the fiend Koth’Vaul without knowing it? Worse, how might the Mana Wastes’ unpredictable magic affect this rite?
If you are to intervene, you need to hurry. You set off after the fleeing maftets, hoping to catch them before they bring the wrath of the sphinx down upon you.
Scenario Reward:
Loot
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.
Ally
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.
Acquired cards:
Ausetitha (Ally 4)
Silken Ceremonial Armor (Armor 4)
Day Star Half-Plate (Armor 3)
Khamsin Coat (Armor 3)
Blessing of Nethys (Blessing B)
Blessing of Abadar (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of Ra (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of Wadjet (Blessing B)
Glyphbane Gloves (Item 2)
Necklace of Fireballs (Item 4)
Sunrod (Item 4)
Channel the Gift (Spell 4)
Whip of Centipedes (Spell 4)
Channel the Gift (Spell 4)
Striking Wing Scimitar (Weapon 4)
Thousand Stings Whip (Weapon 4)
Javelin of Lightning (Weapon 2)
Spellsword +2 (Weapon 4)
To the discussion page!

BR eddiephlash |

Scenario 4-4E: THE SPELLSCAR SHOWDOWN
The ruined fortress contains countless clues that paint a dark picture of the clash between Nex and Geb. Famously, Nex commanded impressive golems and an army of summoned creatures from across all the planes of existence. Geb, on the other hand, favored necromancy, raising impossibly large legions of undead soldiers and choking the life from the land. Though Nex has disappeared and Geb has become a vengeful ghost-king since their war ground to a stalemate, the fallout of their conflict still haunts the Mana Wastes. You collect several other potent items al-Jakri had hidden here and document the ruins as best you can—perhaps you can publish your report in the Pathfinder Chronicles.
The sun has set by the time you emerge from the fortress with the sphinx. Although the sky is clear, the land surrounding the site is crawling with new arrivals. From the south clamber scores of undead, whereas from the north strides a huge, scaled demon with a canine face and massive pincers. The sphinx hunches down and mouths the name “Koth’Vaul” to you.
The fiend calls out, “Your time is up! I would retrieve the artifact I loaned you. Be a good pet and bring it to me.”
“Stand down, Koth’Vaul,” shouts a zombified cleric at the head of the undead force. “My lord, Stavros Nightcrescent, lays claim to the Atramentous Eye! Sphinx, deliver the artifact to us, and I shall grant you life eternal with the blessing of undeath.”
Koth’Vaul bellows with laughter as more fiends appear around him. “The artifact belongs to Muhlia al-Jakri, zombie, and I am merely taking it to deliver to her.”
The zombie lord snaps back, “She is as good as dead, and you know it, demon! Our alliance is over, and now we claim our prize!”
This can’t end well. It’s time to escape with the artifact. Hopefully your enemies are willing to weaken each other enough for you to break through to safety!
If not, at least you’ll have lots of company in the afterlife.
SETUP:
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
LOCATIONS:
1 - GHOUL SQUARE
1 - WALLED OASIS
2 - SCORCHED OBELISK
3 - SCORCHED RUINS
4 - CRYPT
5 - PEASANT TOMBS
6 - RUINED TEMPLE
Story Banes:
FIEND HENCHMEN:
BLIGHTWING
AGHASH
ULKRETHS
UNDEAD HENCHMEN:
BEHEADED
CRAWLING HANDS
DURING THIS SCENARIO:

BR eddiephlash |

Traders:
Aric's random choice (A/FD): 1d2 ⇒ 1: Agymah
Two to Agymah, 3 Arcane Spells:
MM Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait. Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM Spell 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.
One to Falsin Deek, 2 items:
MM Item 3
Traits: Liquid Poison
To Acquire: Intelligence Craft 9
If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
MM Item 3
Traits: 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.
===========================================
During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
"O, wretches! You stand helpless before me!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
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 building the location decks, set aside the monsters and barriers, plus 1 Fiend henchman for each location and 1 Undead henchman for each location, then shuffle them into a siege deck.
Shuffle into the siege deck a number of barriers and a number of monsters from the box equal to the number of characters.
Display the support card Defensive Stance next to this card.
Defensive Stance:
Scenario Level (#): 4
Turn: 0, Zetha/WilderRedbeard
Monsters
MM
Monster 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on the check to defeat.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
MM
Monster 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.
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.
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Barriers
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Weapons
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 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.
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
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 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.
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 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
MM
Armor 2
Traits:
Clothing
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 2
Traits:
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.
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.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Items
MM
Item 3
Traits:
Object
Alchemical
Mummy
To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
MM
Item 3
Traits:
Accessory
Alchemical
Acid
To Acquire:
Dexterity
Intelligence
Craft 8
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
MM
Item 3
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 9
If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
MM
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
MM
Item 3
Traits:
Object
Magic
To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
Allies
MM
Ally 3
Traits:
Human
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
MM
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.
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison
To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
MM
Ally 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.
Blessings
MM
Blessing B
Traits:
Divine
Bastet
Gambling
To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
MM
Blessing 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.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing 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:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Siege Deck
M: 16 Ba: 15 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 10
Location #1: Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
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: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
Location #4: Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
===========================================
Please post starting info:

Kasmir the Kind |

Upgraded to Death's Touch Core. Trade out Zellara's Harrow Deck for Game of Afterlife. Trade out Frost Ray (Core) for Eruption. Trade out Good Omen (Core) for Mahga Threefingers at Sunburst. Starting at Ghoul Square.
Hand: Bound Imp (Core), Ring of Protection (Core), Imp, Acid Burst, Staff of Minor Healing (Core), The Marriage, Lightning Bolt (Core), Blessing of the Elements,
Displayed: Snapping Turtle,
Deck: 12 Discard: 0 Buried: 0
"Current Location: Ghoul Square
Hero Points: 5"
"NOTES:
Available Support: Blessings are available for use.
Folio reroll: Unused
Snapping Turtle: “If this card has no markers, when you suffer damage, you may recharge a card and mark this card to reduce it by 4; if you have a role, reduce it to 0. At the end of your turn, remove the marker.”Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
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!"
"
Middle of Deck (Unknown Order): The Midwife, Game of Afterlife, Fly (Core), Mass Cure, Mahga Threefingers, Nightspear, Death's Touch (Core), Major Cure, Eruption, The Foreign Trader, Fate-reader Lenses, Chain Lightning (Core)
Recharged:
Discard Pile:
Buried Pile:
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"
Snapping Turtle: Arcane: Intelligence +2
Snapping Turtle: Fortitude: Constitution +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.

![]() |

Nok-Nok/Matsu Kurisu - 4-4E: THE SPELLSCAR SHOWDOWN
Card Upgrade
= Sawtooth Sabre +2(AD 4) in, Menacing Backsword +1 out
Starting Location
= Scorched Ruins: M:2 B:3 W:1
Loot/Traders
Sun Falcon Pectoral: Thieves' Tools out
Golden Serpent Armband: Mask of Stolen Mien out
Bonus Blessing Loot: Blessing of Maat in, Blessing of the Spy (2) out
Traders
Sunburst Market
td Stained Glass Elemental in, Mouse out
"
Hand: Shock Kukri, Marianix Karn, td Stained Glass Elemental, lt Blessing of Maat, Blessing of the Spy,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 5
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
- Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Disable: Constitution +0
- Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.
Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

Zetha - WilderRedbeard |

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

Aric - Gimry |

Adding Wayfinder for Card Upgrade
"
Hand: Menacing Backsword +1, Psych (Psychic Detective), Thieves' Tools, Jelani, Shadowless Sword (1), Blessing of Zon-Kuthon,
Displayed:
Current Location: Scorched Ruins
Kit: Blessing of the Spy, Wayfinder, Vizier,
Deck: 14 Discard: 0 Buried: 0
NOTES:
Other: Paizo Re-Roll Used for 4-4D? N
Hero Points: 5
Middle of Deck (Unknown Order): Vreva Jhafae, Mask of the Red Raven, Red Leathers, Quick-Change Mask, Hypnotist's Locket, Spyglass, Lockpick Shield, Shadowless Sword, Sorrowsoul, Blessing of the Vaultmaster, Neferekhu, Marianix Karn, Scorpion Whip, Billy (Evangelist)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d4 ☐ +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
☑ When you acquire a boon, you may examine the top card of your location deck.
===================================
THE RED RAVEN: SKILLS AND POWERS
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Perception: Wisdom +2
Charisma d4 ☐ +1
Favored Card: None
Hand Size: 6 ☐ 7
Proficiencies:
Light Armor, Weapons
POWERS:
At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
☑ On your combat check, you may discard an Accessory or Clothing card or an armor to add 1d8.

BR eddiephlash |

During This Adventure:
1-2: Curse of Poisoning
Curse, Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
"Lo! The fire burns hot in your veins!"
3: Curse of Vulnerability
Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
"O, wretches! You stand helpless before me!"
4: Curse of Daybane
Curse, Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
"Know this! The Orb of Ra destroys!"
5: Curse of the Ravenous
Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. weapons and spells
2. items
3. allies
4. blessings
If you already have Curse of the Ravenous displayed, banish this card.
"A plague of famine upon the nation!"
6: Curse of Withering
Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
"To all your hopes, a decrepit demise!"
7: Curse of Fevered Dreams
Curse
Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"
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 building the location decks, set aside the monsters and barriers, plus 1 Fiend henchman for each location and 1 Undead henchman for each location, then shuffle them into a siege deck.
Shuffle into the siege deck a number of barriers and a number of monsters from the box equal to the number of characters.
Display the support card Defensive Stance next to this card.
Defensive Stance:
Scenario Level (#): 4
Turn: 1, Aric/Gimry
Monsters
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
MM
Monster 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.
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.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
MM
Monster 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
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
MM
Barrier 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.
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Weapons
MM
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite
To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 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.
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
MM
Weapon 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
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.
MM
Spell 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.
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 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
MM
Armor 2
Traits:
Shield
Offhand
Alchemical
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 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.
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
MM
Item 3
Traits:
Object
Alchemical
Mummy
To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
MM
Item 2
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Recharge this card to ignore a power that happens before or after you act on a non-villain bane that has the Undead trait.
Banish this card to banish a displayed card that has the Curse trait.
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
MM
Item 2
Traits:
Trigger
Object
Magic
Maat
To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.
Allies
MM
Ally 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.
MM
Ally 2
Traits:
Trigger
Caligni
Oracle
To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it into the deck it came from.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.
MM
Ally 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.
Blessings
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Current Hour:
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hours Remaining: 29
Hourglass
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet
To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
MM
Blessing C
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
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.
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.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
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.
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Siege Deck
M: 16 Ba: 15 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 10
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.
Aghash
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Lightning Storm
MM
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
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.
Crawling Hands
MM
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
Crawling Hands is immune to the Mental and Poison traits.
If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
Ulkreth
None
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
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.
Ulkreth
None
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
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.
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.
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.
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.
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.
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.
Crawling Hands
MM
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
Crawling Hands is immune to the Mental and Poison traits.
If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
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.
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.
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.
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.
Blightwing
MM
Henchman 1
Type: Monster
Traits:
Outsider
Curse
Poison
Veteran
To Defeat:
Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ulkreth
None
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.
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.
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.
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.
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.
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.
Crawling Hands
MM
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
Crawling Hands is immune to the Mental and Poison traits.
If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
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.
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.
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.
Crawling Hands
MM
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
Crawling Hands is immune to the Mental and Poison traits.
If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
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.
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.
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.
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.
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.
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.
Beheaded
MM
Henchman 1
Type: Monster
Traits:
Undead
To Defeat:
Combat 12
OR Arcane
Divine 10
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Location #1: Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Kasmir/Bigguyinblack, None
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.
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.
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.
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.
Location #2: Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
MM
Ally C
Traits:
Elemental
Electricity
Veteran
To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
MM
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Banish this card to banish a displayed card that has the Curse trait.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
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.
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: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Zetha/WilderRedbeard, None
MM
Armor 3
Traits:
Shield
Offhand
To Acquire:
Constitution
Fortitude 6
OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
MM
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.
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.
Location #4: Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/Gimry, NokNok/Matsu_Kurisu, None
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.
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
MM
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.
Location #5: Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
MM
Item 4
Traits:
Staff
Attack
Alchemical
To Acquire:
Strength
Melee 10
OR Intelligence
Craft 12
For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficent with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude
Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
MM
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.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Aric - Gimry |

========================
Aric starts his turn.
Hour: Blessing of the Elements
Hour Power:No effect.
Location: Scorched Ruins
Location Power:After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location deck.
Scenario Powers:
Start of Turn: Switch to Red Raven
End of Move Examine - Eternal Captives
After Examine: Switch to Aric
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.
Diplomacy 8: 1d10 + 7 ⇒ (1) + 7 = 8
Diplomacy - 1d10+7
Nok-Nok needs to encounter the Eternal Captives