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

Game Master eddiephlash

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


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Traders
3 to Deek, 4 items:

Sandstorm Dust:

MM Item 4
Traits: Object Alchemical 
To Acquire: Intelligence Craft 9
Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
Jet of Anubis:

MM Item 4
Traits: Object Magic Anubis 
To Acquire: Charisma Diplomacy Stealth 11
On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead. On your combat check, recharge this card to add 1d4 and the Poison check.
Sunrod:

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.
Wyvern Poison:

MM Item 5
Traits: Liquid Poison 
To Acquire: Intelligence Craft 11
When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

===================================

During This Adventure:

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
  • If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    8: Curse of Blindness]
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"

    During This Scenario:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Setup:
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.

    Additional Rules:

    Paracountess Zarta Dralneen (Displayed):

    Cohort
    Traits: Aristocrat Bard Human 
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    Scenario Level (#): 5

    Turn: 0, Aric/Gimry

    Random Cards:

    Monsters
    Spoiler:
    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.

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

    Spoiler:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.

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

    Spoiler:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Barriers
    Spoiler:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

    Spoiler:
    Shocking Chest
    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.

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

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

    Spoiler:
    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.

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

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Spoiler:
    Flaming Ranseur +3
    MM
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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

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

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

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

    Spoiler:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    Parade Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

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

    Spoiler:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

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

    Allies
    Spoiler:
    Pakesket
    MM
    Ally 5
    Traits:
    Animal
    Phoenix
    Fire
    To Acquire:
    Charisma
    Diplomacy 8
    THEN Charisma
    Diplomacy 12
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
    Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

    Spoiler:
    Druid of the Storm
    MM
    Ally 2
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Divine 7
    OR Charisma
    Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

    Spoiler:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Spoiler:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    Spoiler:
    The Viper
    MM
    Ally 3
    Traits:
    Human
    Rogue
    Aspis
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 4 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: None

    Location #3: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

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

    Location #7: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None

    ==========================

    Please post starting info:

  • Loot replacements for this scenario- if they are different than listed on the Campaign info tab
  • Deck changes (from upgrades, banished cards, traders, etc) from previous scenario
  • Starting locations and hands


  • deck handler

    Trade out Zellara's Harrow Deck for Game of Afterlife loot. Trade out Scrying for Eruption loot. Trade out Imp for Mythopoeic Sphinx loot. At Sunburst Market trade out Staff of Minor Healing (Core) for Blessing of Wadjet loot. Starting at Guardian Vault.

    Kasmir wrote:

    Hand: Acid Burst, Lightning Bolt (Core), Blessing of Wadjet, The Marriage, Chain Lightning (Core), Salvator Scream, Nightspear, Death's Touch (Core),

    Displayed: Daji,
    Deck: 12 Discard: 0 Buried: 0
    "Current Location: Guardian Vault
    Hero Points: 7"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

    Blessing of Wadjet: Discard this card to add 2d8 to any check to acquire a boon.

    Nightspear: At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.

    The Marriage: On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using.
    Movement: Move me to NA if my location closes.
    Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Eruption, Ring of Protection (Core), Fly (Core), The Midwife, Mythopoeic Sphinx, Frost Ray (Core), Major Cure, Mass Cure, Fate-reader Lenses, Game of Afterlife, The Foreign Trader, Blessing of the Savored Sting
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

    "Knowledge Intelligence +2"
    Perception Wisdom +2
    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.


    Aric Deck Handler

    Start at Vault of Hidden Wisdom

    "

    Aric wrote:

    Hand: Sawtooth Sabre +2, Spyglass, Effigy of Anubis, Wayfinder, Billy (Evangelist), Vreva Jhafae,

    Displayed:
    Current Location: Vault of Hidden Wisdom
    Kit: Elyana, Vizier, Scorpion Whip,
    Deck: 14 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-5A? N
    Hero Points: 7

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Red Leathers, Lockpick Shield, Quick-Change Mask, Blessing of Zon-Kuthon, Blessing of the Vaultmaster, Maftet Hunter, Blessing of the Midnight Lord, Doc (Forensic Physician), Jelani, Shadowless Sword, Thieves' Tools, Shadowless Sword (1), Neferekhu, Hypnotist's Locket
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

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

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard an Accessory or Clothing card or an armor to add 1d8.

    "

    Dark Archive

    Deck handler link

    Nok-Nok/Matsu Kurisu - 4-5A: ZARTA’S ASSESSMENT

    Card Upgrade
    = None

    Starting Location
    Guardian Vault: M:1 B:2 W:1 Suggest we all start here to try and close it before anyone has to move in and take poison damage

    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 out

    Traders
    Sunburst Market
    td Stained Glass Elemental in, Marianix Karn out

    Scenario effect

    Hard

    "

    Nok-Nok wrote:

    Hand: lt Golden Serpent Armband, Master of Masters, Blessing of Abadar, Sawtooth Sabre +2, td Stained Glass Elemental,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Hero Points: 8
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☑ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    - Stealth: Dexterity +3
    Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Disable: Constitution +0
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [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's Deck Handler

    Blessing of Anubis in for Blessing of the Gods.
    Set aside Blessing of Pharasma for Blessing of Maat loot.
    Set aside Good Omen for Elemental Skin loot.
    Pass on trader items.
    Start at Guardian Vault.

    Zetha wrote:

    Hand: Blazing Servant, Ghost Wolf, Slip, Cockroach Coat, Blessing of Abadar, Blessing of Maat (loot), Ahtez (Cohort),

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Guardian Vault
    Unused Hero Points: 3
    NOTES:
    Available Support: Blessings available
    Other: Dice Re-Roll Used for 5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mask of Stolen Mien, Staff of Minor Healing (c), Bound Imp, Stone Skin, Blessing of Anubis, Blessing of Achaekek, Dreamstalker, Bound Lantern Archon, Elemental Skin (loot), Metamorph, Bound Shadow Demon, Invisibility (c), Entice, Scrying
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors
    POWERS: GLOOMWALKER Role Card
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ( or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ( or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
    When you play Ahtez for your combat check, add 1d6 ( 2d6).
    □ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
    □ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Cohort AHTEZ:
    Cohort
    Traits: Outsider, Eidolon, Arcane, Veteran
    Powers:
    Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
    While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.


    Leaving it open for Aric to start at Guardian Vault with the crew or on their own.

    During This Adventure:

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
  • If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"

    During This Scenario:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Setup:
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.

    Additional Rules:

    Paracountess Zarta Dralneen (Displayed):

    Cohort
    Traits: Aristocrat Bard Human 
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    Scenario Level (#): 5

    Turn: 1, Kasmir/Bigguyinblack

    Random Cards:

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

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

    Spoiler:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Spoiler:
    Plasma Ooze
    MM
    Monster 5
    Traits:
    Ooze
    Electricity
    Fire
    To Defeat:
    Combat 20
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
    Before you act, succeed at a Strength 13 check or discard a weapon.

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

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

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

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

    Spoiler:
    Holy Word Trap
    MM
    Barrier 5
    Traits:
    Trigger
    Trap
    Magic
    Divine
    To Defeat:
    Wisdom
    Divine 11
    OR Intelligence
    Perception 13
    When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

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

    Weapons
    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Spoiler:
    Mace of Ruin
    MM
    Weapon 4
    Traits:
    Mace
    Melee
    Bludgeoning
    Acid
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

    Spoiler:
    Iceblade Spelldagger
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Cold
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    OR Arcane
    Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

    Spells
    Spoiler:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spoiler:
    Monstrous Physique
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 13
    Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

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

    Spoiler:
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

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

    Spoiler:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Skyplate Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Craft
    Divine 12
    Reveal this card to reduce all damage dealt to you by 2.
    Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

    Spoiler:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Items
    Spoiler:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    On your combat check, recharge this card to add 1d4 and the Poison check.

    Spoiler:
    Sunrod
    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.

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

    Spoiler:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

    Spoiler:
    Wyvern Poison
    MM
    Item 5
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

    Allies
    Spoiler:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    Spoiler:
    Pyromaniac Mage
    MM
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane
    Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

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

    Spoiler:
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

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

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

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

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

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

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

    Current Hour:

    Blessing of the Lady of Graves:
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 NokNok/Matsu_Kurisu
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 2 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 2 Zetha/WilderRedbeard
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 Aric/Gimry:
    Spoiler:
    Hourglass Card 3 Aric/Gimry
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 4 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Kasmir/Bigguyinblack
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 6 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 6 Zetha/WilderRedbeard
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Aric/Gimry:
    Spoiler:
    Hourglass Card 7 Aric/Gimry
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 8 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Kasmir/Bigguyinblack
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 9 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 9 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 10 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 10 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 11 Aric/Gimry:
    Spoiler:
    Hourglass Card 11 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 12 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Kasmir/Bigguyinblack
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 13 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 14 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 14 Zetha/WilderRedbeard
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 15 Aric/Gimry:
    Spoiler:
    Hourglass Card 15 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 16 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Kasmir/Bigguyinblack
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 17 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 17 NokNok/Matsu_Kurisu
    Dark Archive's Favor
    None
    Favor 5
    Traits:
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
    Hourglass Card 18 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 18 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 19 Aric/Gimry:
    Spoiler:
    Hourglass Card 19 Aric/Gimry
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 20 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Kasmir/Bigguyinblack
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 21 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 22 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 22 Zetha/WilderRedbeard
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Aric/Gimry:
    Spoiler:
    Hourglass Card 23 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 24 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 Kasmir/Bigguyinblack
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 25 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 25 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 26 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 26 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 27 Aric/Gimry:
    Spoiler:
    Hourglass Card 27 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 28 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 29 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 29 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Location #1: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 4 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Alchemical Laboratory Card 2:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Alchemical Laboratory Card 3:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Alchemical Laboratory Card 4:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Alchemical Laboratory Card 5:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Alchemical Laboratory Card 6:
    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.
    Alchemical Laboratory Card 7:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
    Alchemical Laboratory Card 8:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
    Alchemical Laboratory Card 9:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
    Alchemical Laboratory Card 10:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.

    Location #2: Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Zetha/WilderRedbeard, Kasmir/Bigguyinblack, NokNok/Matsu_Kurisu, None
    Guardian Vault Card 1:
    Axe of the Imperative
    MM
    Weapon 5
    Traits:
    Axe
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Perception 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 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
    Guardian Vault Card 2:
    Stained Glass Elemental
    MM
    Ally C
    Traits:
    Elemental
    Electricity
    Veteran
    To Acquire:
    Charisma
    Survival
    Arcane 9
    Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
    Guardian Vault Card 3:
    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.
    Guardian Vault Card 4:
    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.
    Guardian Vault Card 5:
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Guardian Vault Card 6:
    Chest of Keeping
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Guardian Vault Card 7:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Guardian Vault Card 8:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Guardian Vault Card 9:
    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.
    Guardian Vault Card 10:
    Staff of Revelations
    MM
    Item 3
    Traits:
    Staff
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
    At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

    Location #3: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Sculptors Lair Card 1:
    Reed Snake Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sculptors Lair Card 2:
    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.
    Sculptors Lair Card 3:
    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.
    Sculptors Lair Card 4:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Sculptors Lair Card 5:
    Bottled Lightning
    MM
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.
    Sculptors Lair Card 6:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
    Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.
    Sculptors Lair Card 7:
    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.
    Sculptors Lair Card 8:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Sculptors Lair Card 9:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Sculptors Lair Card 10:
    Knot of Isis
    MM
    Item 3
    Traits:
    Trigger
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Warehouse Card 1:
    Bird Feather Tokens
    MM
    Item 3
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
    Warehouse Card 2:
    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 3:
    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.
    Warehouse Card 4:
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Warehouse Card 5:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 6:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.
    Warehouse Card 7:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
    Warehouse Card 8:
    Ghost Battling Ring
    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Warehouse Card 9:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.
    Warehouse Card 10:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

    Location #5: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Stonework Passages Card 2:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Stonework Passages Card 3:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Stonework Passages Card 6:
    Detonate
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
    Stonework Passages Card 7:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Stonework Passages Card 8:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Stonework Passages Card 9:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 10:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Location #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Aric/Gimry, None
    Vault of Hidden Wisdom Card 1:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Vault of Hidden Wisdom Card 2:
    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.
    Vault of Hidden Wisdom Card 3:
    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.
    Vault of Hidden Wisdom Card 4:
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.
    Vault of Hidden Wisdom Card 5:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Vault of Hidden Wisdom Card 6:
    Icy Prison
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Vault of Hidden Wisdom Card 7:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
    Vault of Hidden Wisdom Card 8:
    Cenovath Swarm
    MM
    Monster 5
    Traits:
    Vermin
    Swarm
    Poison
    To Defeat:
    Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
    Vault of Hidden Wisdom Card 9:
    Wand of Scorching Ray
    MM
    Item 3
    Traits:
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
    Vault of Hidden Wisdom Card 10:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.

    Location #7: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None
    Great Library of Tephu Card 1:
    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.
    Great Library of Tephu Card 2:
    Ring of Stony Flesh
    MM
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 10
    OR Constitution
    Fortitude 8
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add 1 die to your Constitution non-combat check.
    Put this card on top of your deck to reduce all damage dealt to you by 2.
    Great Library of Tephu Card 3:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Great Library of Tephu Card 4:
    Reta Bigbad
    MM
    Ally P
    Traits:
    Goblin
    Fighter
    Veteran
    To Acquire:
    Combat 15
    OR CharismaDiplomacy 10
    Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Great Library of Tephu Card 5:
    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.
    Great Library of Tephu Card 6:
    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.
    Great Library of Tephu Card 7:
    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.
    Great Library of Tephu Card 8:
    Volcanic Storm
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Great Library of Tephu Card 9:
    Chain Lightning
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
    Great Library of Tephu Card 10:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.


  • deck handler

    Blessing of the Lady of Graves in effect.

    Discard Salvator Scream to draw the top card of the blessing deck: NokNok's Blessing of the Lady of Graves.

    Guardian Vault Card 1: Axe of the Imperative:

    MM
    Weapon 5
    Traits:
    Axe
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Perception 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 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    perception 12 discarding Blessing of Wadjet: 1d8 + 2d8 + 3 ⇒ (6) + (2, 7) + 3 = 18

    Discard The Marriage to explore.

    Guardian Vault Card 2: Stained Glass Elemental:

    MM
    Ally C
    Traits:
    Elemental
    Electricity
    Veteran
    To Acquire:
    Charisma
    Survival
    Arcane 9
    Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

    arcane 9: 1d10 + 6 ⇒ (3) + 6 = 9

    Discard Blessing of the Lady of Graves to examine the location: Card 3 Inevitable Trap Trigger, Card 4 Blessing of the Ancients, Card 5 Jolting Portent, Card 6 Chest of Keeping, Card 7 Ghost Battling Ring, Card 8 Corridor Dart Trap, Card 9 Desert Trapper, Card 10 Staff of Revelations.

    Guardian Vault Card 3: 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.

    arcane 13: 1d10 + 6 ⇒ (3) + 6 = 9

    Recharge Stained Glass Elemental to add 6. Shuffle location.

    discard Nightspear to heal blessings and allies: 1d4 + 1 ⇒ (3) + 1 = 4

    Kasmir wrote:

    Hand: Acid Burst, Lightning Bolt (Core), Chain Lightning (Core), Death's Touch (Core), Axe of the Imperative, Mythopoeic Sphinx, Fly (Core), Frost Ray (Core),

    Displayed: Daji,
    Deck: 14 Discard: 1 Buried: 0
    "Current Location: Guardian Vault
    Hero Points: 7"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.
    Movement: Move me to NA if my location closes.
    Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Protection (Core), Nightspear, Salvator Scream, The Midwife, Game of Afterlife, Stained Glass Elemental, Eruption, Blessing of the Savored Sting, Major Cure, The Marriage, Mass Cure, The Foreign Trader, Blessing of the Lady of Graves, Fate-reader Lenses
    Recharged:
    Discard Pile: Blessing of Wadjet,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

    "Knowledge Intelligence +2"
    Perception Wisdom +2
    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.

    Guardian Vault cards 1 and 2 acquired. Card 3 banished. Location examined and shuffled.

    NokNok's Blessing of the Lady of Graves acquired.


    During This Adventure:

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
  • If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"

    During This Scenario:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Setup:
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.

    Additional Rules:

    Paracountess Zarta Dralneen (Displayed):

    Cohort
    Traits: Aristocrat Bard Human 
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    Scenario Level (#): 5

    Turn: 2, NokNok/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Spoiler:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

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

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

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

    Barriers
    Spoiler:
    Holy Word Trap
    MM
    Barrier 5
    Traits:
    Trigger
    Trap
    Magic
    Divine
    To Defeat:
    Wisdom
    Divine 11
    OR Intelligence
    Perception 13
    When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

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

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

    Spoiler:
    Fiendish Sphinx
    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.

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

    Weapons
    Spoiler:
    Rod of the Devoured Dawn
    MM
    Weapon 5
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    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+2.
    Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act.

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

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Spoiler:
    Thousand Stings Whip
    MM
    Weapon 4
    Traits:
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.

    Spoiler:
    Spellsword +2
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

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

    Spoiler:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    Smite Abomination
    MM
    Spell 4
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 10
    Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Named Bullet
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran.
    At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.

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

    Spoiler:
    Day Star Half-Plate
    MM
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Divine 10
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

    Spoiler:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Quickdraw Shield
    MM
    Armor 5
    Traits:
    Shield
    Finesse
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Items
    Spoiler:
    Sunrod
    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.

    Spoiler:
    Wyvern Poison
    MM
    Item 5
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

    Spoiler:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

    Spoiler:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    On your combat check, recharge this card to add 1d4 and the Poison check.

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

    Allies
    Spoiler:
    Ausetitha
    MM
    Ally 4
    Traits:
    Undead
    Banshee
    Incorporeal
    To Acquire:
    Combat 15
    Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.

    Spoiler:
    Pyromaniac Mage
    MM
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane
    Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

    Spoiler:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

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

    Spoiler:
    Druid of the Storm
    MM
    Ally 2
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Divine 7
    OR Charisma
    Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

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

    Spoiler:
    Blessing of Pharasma
    MM
    Blessing C
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

    Spoiler:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.

    Current Hour:

    Blessing of the Lady of Graves:
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Zetha/WilderRedbeard
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Aric/Gimry:
    Spoiler:
    Hourglass Card 6 Aric/Gimry
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 7 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Kasmir/Bigguyinblack
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 8 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 9 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 10 Aric/Gimry:
    Spoiler:
    Hourglass Card 10 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 11 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Kasmir/Bigguyinblack
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 13 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 13 Zetha/WilderRedbeard
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 14 Aric/Gimry:
    Spoiler:
    Hourglass Card 14 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 15 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Kasmir/Bigguyinblack
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 16 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 NokNok/Matsu_Kurisu
    Dark Archive's Favor
    None
    Favor 5
    Traits:
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
    Hourglass Card 17 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 17 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 18 Aric/Gimry:
    Spoiler:
    Hourglass Card 18 Aric/Gimry
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 19 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Kasmir/Bigguyinblack
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 21 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 21 Zetha/WilderRedbeard
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Aric/Gimry:
    Spoiler:
    Hourglass Card 22 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 23 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Kasmir/Bigguyinblack
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 24 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 25 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 25 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 26 Aric/Gimry:
    Spoiler:
    Hourglass Card 26 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 28 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 28 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Location #1: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 4 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Alchemical Laboratory Card 2:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Alchemical Laboratory Card 3:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Alchemical Laboratory Card 4:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Alchemical Laboratory Card 5:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Alchemical Laboratory Card 6:
    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.
    Alchemical Laboratory Card 7:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
    Alchemical Laboratory Card 8:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
    Alchemical Laboratory Card 9:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
    Alchemical Laboratory Card 10:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.

    Location #2: Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack, NokNok/Matsu_Kurisu, None
    Guardian Vault Card 1:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Guardian Vault Card 2:
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
    Guardian Vault Card 3:
    Chest of Keeping
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Guardian Vault Card 4:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Guardian Vault Card 5:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Guardian Vault Card 6:
    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.
    Guardian Vault Card 7:
    Staff of Revelations
    MM
    Item 3
    Traits:
    Staff
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
    At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

    Location #3: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Sculptors Lair Card 1:
    Reed Snake Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sculptors Lair Card 2:
    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.
    Sculptors Lair Card 3:
    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.
    Sculptors Lair Card 4:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Sculptors Lair Card 5:
    Bottled Lightning
    MM
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.
    Sculptors Lair Card 6:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
    Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.
    Sculptors Lair Card 7:
    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.
    Sculptors Lair Card 8:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Sculptors Lair Card 9:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Sculptors Lair Card 10:
    Knot of Isis
    MM
    Item 3
    Traits:
    Trigger
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Warehouse Card 1:
    Bird Feather Tokens
    MM
    Item 3
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
    Warehouse Card 2:
    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 3:
    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.
    Warehouse Card 4:
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Warehouse Card 5:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 6:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.
    Warehouse Card 7:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
    Warehouse Card 8:
    Ghost Battling Ring
    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Warehouse Card 9:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.
    Warehouse Card 10:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

    Location #5: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Stonework Passages Card 2:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Stonework Passages Card 3:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Stonework Passages Card 6:
    Detonate
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
    Stonework Passages Card 7:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Stonework Passages Card 8:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Stonework Passages Card 9:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 10:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Location #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Vault of Hidden Wisdom Card 1:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Vault of Hidden Wisdom Card 2:
    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.
    Vault of Hidden Wisdom Card 3:
    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.
    Vault of Hidden Wisdom Card 4:
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.
    Vault of Hidden Wisdom Card 5:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Vault of Hidden Wisdom Card 6:
    Icy Prison
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Vault of Hidden Wisdom Card 7:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
    Vault of Hidden Wisdom Card 8:
    Cenovath Swarm
    MM
    Monster 5
    Traits:
    Vermin
    Swarm
    Poison
    To Defeat:
    Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
    Vault of Hidden Wisdom Card 9:
    Wand of Scorching Ray
    MM
    Item 3
    Traits:
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
    Vault of Hidden Wisdom Card 10:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.

    Location #7: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None
    Great Library of Tephu Card 1:
    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.
    Great Library of Tephu Card 2:
    Ring of Stony Flesh
    MM
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 10
    OR Constitution
    Fortitude 8
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add 1 die to your Constitution non-combat check.
    Put this card on top of your deck to reduce all damage dealt to you by 2.
    Great Library of Tephu Card 3:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Great Library of Tephu Card 4:
    Reta Bigbad
    MM
    Ally P
    Traits:
    Goblin
    Fighter
    Veteran
    To Acquire:
    Combat 15
    OR CharismaDiplomacy 10
    Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Great Library of Tephu Card 5:
    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.
    Great Library of Tephu Card 6:
    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.
    Great Library of Tephu Card 7:
    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.
    Great Library of Tephu Card 8:
    Volcanic Storm
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Great Library of Tephu Card 9:
    Chain Lightning
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
    Great Library of Tephu Card 10:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.


  • deck handler

    eot Kasmir moved to: 1d7 ⇒ 6 Vault of Hidden Wisdom

    Dark Archive

    Deck handler link

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

    Out of turn updates

    Hour = Hourglass Card 1 Zetha/WilderRedbeard: Blessing of the Elements
    Kasmir used Salvator Scream to draw the top card of the blessing deck: NokNok's Blessing of the Lady of Graves on his turn

    Start of Turn
    At: Guardian Vault: M:1 B:2 W:1

    Display Spell Ward Shield

    Give: No
    Move: No

    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.

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

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

    Divine 1d4,
    Divine: 1d4 ⇒ 3 Banished

    Discard Master of Masters, explore reroll any 1 = Guardian Vault Card 2: Jolting Portent, Spell 5

    Spoiler:
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Pausing Turn. Need to see how much people care about Spell 5

    Dark Archive

    Deck handler link

    Continue turn
    Guardian Vault Card 2: Jolting Portent, Spell 5, Wisdom 12
    1d4 says nope. Banished

    End of Turn
    Location: At the end of your turn you are moved to a random location.
    location: 1d7 ⇒ 7 #7: Great Library of Tephu

    Recovery

    Reset
    Recharge
    Discard
    Draw Sorrowsoul

    Summary
    Location = Guardian Vault: (3-7)
    Acquired =
    Banished = 1: Blessing of the Ancients, 2: Jolting Portent
    Examined =

    Displayed =
    Added =

    Location =
    Added =
    Examined =
    Banished =

    USED =

    Other = Nok-Nok is moved to #7: Great Library of Tephu

    "

    Nok-Nok wrote:

    Hand: lt Golden Serpent Armband, Blessing of Abadar, Sorrowsoul, Sawtooth Sabre +2, td Stained Glass Elemental,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    Hero Points: 8
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☑ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    - Stealth: Dexterity +3
    Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Disable: Constitution +0
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [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's Deck Handler

    The hour of Bastet (Aric's hour)
    Draw two new monsters from the box: Enchanter (M0) & Kalnaka (M5).
    Remain at Guardian Vault.

    Display Ahtez & Cockroach Coat
    Explore:

    Chest of Keeping:
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Banish Enchanter to use Stealth instead of Wisdom.
    Wisdom (Stealth) 9: 1d10 + 6 + 1d4 ⇒ (10) + 6 + (2) = 18 acquired by >6
    Display Chest of Keeping next to the location. Draw an Item from the box per the Adventure power: Sunrod (I4).

    Discard Slip to examine top card of location: Ghost Battling Ring (I0). Banish Kalnaka to use Stealth for Slip check.
    Intelligence (Stealth) 7: 1d10 + 6 + 1d4 ⇒ (3) + 6 + (2) = 11 success
    Encounter:

    Ghost Battling Ring:
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Arcane 8: 1d10 + 4 ⇒ (1) + 4 = 5 Discard Blessing of Maat to add 3, acquired
    Display Ghost Battling Ring next to the location.
    Attempt to close Guardian Vault by suffering a scourge: 1d8 + 1 ⇒ (3) + 1 = 4 Curse of Daybane
    Bury 2 displayed Items and Sunrod from hand to close Guardian Vault.
    Move to random location: 1d7 ⇒ 3 Sculptor's Lair

    Display Ghost Wolf. End turn & reset hand.

    Zetha wrote:

    Hand: Blazing Servant, Scrying, Bound Imp, Dreamstalker, Metamorph, Blessing of Abadar,

    Displayed: Ahtez (Cohort), Cockroach Coat, Ghost Wolf,
    Deck: 10 Discard: 2 Buried: 3
    Current Location: Sculptor's Lair
    Unused Hero Points: 3 // Zetha has the following scourges marked:
    Curse of Daybane:
    While Marked:
    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 all!"


    NOTES:
    Available Support: Blessing & Scyring available
    Other: Dice Re-Roll Used for 5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elemental Skin (loot), Stone Skin, Blessing of Achaekek, Bound Lantern Archon, Bound Shadow Demon, Staff of Minor Healing (c), Invisibility (c), Blessing of Anubis, Mask of Stolen Mien, Entice
    Recharged:
    Discard Pile: Slip, Blessing of Maat (loot),
    Buried Pile: Sunrod (acq), Chest of Keeping (acq), Ghost Battling Ring (acq),

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors
    POWERS: GLOOMWALKER Role Card
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ( or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ( or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
    When you play Ahtez for your combat check, add 1d6 ( 2d6).
    □ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
    □ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Cohort AHTEZ:
    Cohort
    Traits: Outsider, Eidolon, Arcane, Veteran
    Powers:
    Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
    While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.


    Red Raven Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Abadar
    Hour Power:No effect.
    Location: Vault of Hidden Wisdom
    Location Power:When you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Scenario Powers:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Start of Turn: Switch to Red Raven

    Move to Vault of Hidden Wisdom

    End of Move Examine - The Evil Eye (TRIGGER)!

    Suffer Scourge: 1d8 + 1 ⇒ (6) + 1 = 7 -> Curse of fevered Dreams
    Evil Eye is banished

    Free explore

    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.

    Autofail this

    Discard Spyglass to examine the top 2
    Card 3 - Collapsing Sphinx TRIGGER!
    Recharge, reset and take 1d4 damage
    Mental Damage: 1d4 ⇒ 3

    Card 4 - Cenovath

    Suffer Curse of fevered dreams
    Draw Cards: 1d4 + 1 ⇒ (2) + 1 = 3

    "

    Red Raven wrote:

    Hand: Shadowless Sword, Maftet Hunter, Blessing of the Midnight Lord,

    Displayed:
    Current Location: Vault of Hidden Wisdom
    Kit: Elyana, Vizier, Scorpion Whip,
    Red Raven has the following scourges marked:
    Curse of Fevered Dreams:
    While Marked:
    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.

    Deck: 13 Discard: 4 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-5A? N
    Hero Points: 7

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Neferekhu, Thieves' Tools, Doc (Forensic Physician), Quick-Change Mask
    Recharged: Sawtooth Sabre +2, Billy (Evangelist), Vreva Jhafae, Effigy of Anubis, Wayfinder, Shadowless Sword (1), Blessing of the Vaultmaster, Jelani, Lockpick Shield,
    Discard Pile: Spyglass, Red Leathers, Hypnotist's Locket, Blessing of Zon-Kuthon,
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ===================================
    ARIC: SKILLS AND POWERS

    Spoiler:
    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.
    ☑ You may discard a card to evade a bane you encounter.

    "

    End of Turn Summary
    Banished top 2 of Vault of Hidden Wisdom
    Cards 3 and 4 are known


  • deck handler

    At the end of Red Raven's turn cast Fly examining Sculptors Lair card 1: Reed Snake Armor and Warehouse card 1: Bird Feather Tokens. Move to Great Library of Tephu.

    Kasmir attempts to recover all cards in their Recovery pile.
    Fly (Core): Arcane 10: 1d10 + 6 ⇒ (3) + 6 = 9 -> Fly (Core) discarded.

    NokNok's Blessing of the Elements in effect.

    Pass Axe of the Imperative to NokNok.

    Great Library of Tephu Card 1: 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.

    disable 10 casting Acid Burst: 1d10 + 2d4 + 6 ⇒ (6) + (4, 1) + 6 = 17

    scourge: 1d8 + 1 ⇒ (7) + 1 = 8

    discard Lightning Bolt (Core) to heal NokNok: 1d4 + 1 ⇒ (2) + 1 = 3
    use Daji discarding Frost Ray (Core) to heal spells: 1d4 + 1 ⇒ (1) + 1 = 2

    Recharge Mythopoeic Sphinx to recharge Death's Touch (Core).

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Acid Burst: Arcane 6: 1d10 + 6 ⇒ (7) + 6 = 13 -> Acid Burst recharged .

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Game of Afterlife, Fate-reader Lenses, Chain Lightning (Core), Stained Glass Elemental, The Foreign Trader, Lightning Bolt (Core), The Marriage, Mass Cure,

    Displayed: Daji, Curse of the Sphinx,
    Deck: 12 Discard: 2 Buried: 0
    "Current Location: Guardian Vault
    Hero Points: 7"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

    Curse of the 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.

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

    Fate-reader Lenses: On any Perception check, reveal to add 1d10.

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

    The Marriage: On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using.
    Movement: Move me to NA if my location closes.
    Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Major Cure, Ring of Protection (Core), Nightspear, Eruption, The Midwife, Fly (Core), Blessing of the Lady of Graves, Salvator Scream, Blessing of the Savored Sting
    Recharged: Mythopoeic Sphinx, Death's Touch (Core), Acid Burst,
    Discard Pile: Blessing of Wadjet, Frost Ray (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

    "Knowledge Intelligence +2"
    Perception Wisdom +2
    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.

    Search my deck for Acid Burst and draw it.

    Great Library of Tephu Card 1 is banished.

    Examined Sculptors Lair card 1: Reed Snake Armor and Warehouse card 1: Bird Feather Tokens.

    Passed Axe of the Imperative to NokNok then healed him for 3.


    During This Adventure:

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
  • If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"

    During This Scenario:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Setup:
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.

    Additional Rules:

    Paracountess Zarta Dralneen (Displayed):

    Cohort
    Traits: Aristocrat Bard Human 
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    Scenario Level (#): 5

    Turn: 6, NokNok/Matsu_Kurisu

    Random Cards:

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

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

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

    Spoiler:
    Bonecrusher Chieftain
    MM
    Monster 2
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.

    Spoiler:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.

    Barriers
    Spoiler:
    Shocking Chest
    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.

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

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

    Spoiler:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

    Spoiler:
    Tar Tomb
    MM
    Barrier 5
    Traits:
    Obstacle
    Magic
    Acid
    Fire
    To Defeat:
    Strength
    Dexterity 14
    OR Intelligence
    Disable 13
    If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

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

    Spoiler:
    Iceblade Spelldagger
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Cold
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    OR Arcane
    Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

    Spoiler:
    Shocking Scimitar +2
    MM
    Weapon 3
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Spoiler:
    Rod of the Devoured Dawn
    MM
    Weapon 5
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    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+2.
    Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act.

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

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

    Spoiler:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    IntelligenceArcaneWisdomDivine 13
    Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
    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 15 check to recharge this card instead of discarding it.

    Spoiler:
    Pillar of Life
    MM
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead.

    Spoiler:
    Dune of Doom
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    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 15 check to recharge this card instead of discarding it.

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

    Spoiler:
    Parade Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

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

    Spoiler:
    Skyplate Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Craft
    Divine 12
    Reveal this card to reduce all damage dealt to you by 2.
    Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

    Spoiler:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Items
    Spoiler:
    Wyvern Poison
    MM
    Item 5
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

    Spoiler:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

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

    Spoiler:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    On your combat check, recharge this card to add 1d4 and the Poison check.

    Spoiler:
    Staff of Revelations
    MM
    Item 3
    Traits:
    Staff
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
    At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

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

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

    Spoiler:
    Pakesket
    MM
    Ally 5
    Traits:
    Animal
    Phoenix
    Fire
    To Acquire:
    Charisma
    Diplomacy 8
    THEN Charisma
    Diplomacy 12
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
    Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

    Spoiler:
    Druid of the Storm
    MM
    Ally 2
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Divine 7
    OR Charisma
    Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

    Spoiler:
    Clockwork Menial
    MM
    Ally 3
    Traits:
    Automaton
    To Acquire:
    Intelligence
    Craft 9
    Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon.
    Discard this card to explore your location.

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

    Spoiler:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.

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

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

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

    Current Hour:

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

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 6 Aric/Gimry:
    Spoiler:
    Hourglass Card 6 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 7 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Kasmir/Bigguyinblack
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 9 Zetha/WilderRedbeard
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 10 Aric/Gimry:
    Spoiler:
    Hourglass Card 10 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 11 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Kasmir/Bigguyinblack
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 12 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 NokNok/Matsu_Kurisu
    Dark Archive's Favor
    None
    Favor 5
    Traits:
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
    Hourglass Card 13 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 13 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 14 Aric/Gimry:
    Spoiler:
    Hourglass Card 14 Aric/Gimry
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 15 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Kasmir/Bigguyinblack
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 17 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 17 Zetha/WilderRedbeard
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Aric/Gimry:
    Spoiler:
    Hourglass Card 18 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 19 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Kasmir/Bigguyinblack
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 20 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 21 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 21 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 22 Aric/Gimry:
    Spoiler:
    Hourglass Card 22 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 24 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Location #1: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 4 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Alchemical Laboratory Card 2:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Alchemical Laboratory Card 3:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Alchemical Laboratory Card 4:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Alchemical Laboratory Card 5:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Alchemical Laboratory Card 6:
    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.
    Alchemical Laboratory Card 7:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
    Alchemical Laboratory Card 8:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
    Alchemical Laboratory Card 9:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
    Alchemical Laboratory Card 10:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.

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

    Location #3: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/WilderRedbeard, None

    Sculptors Lair Card 1 (Reed Snake Armor):
    Reed Snake Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sculptors Lair Card 2:
    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.
    Sculptors Lair Card 3:
    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.
    Sculptors Lair Card 4:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Sculptors Lair Card 5:
    Bottled Lightning
    MM
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.
    Sculptors Lair Card 6:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
    Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.
    Sculptors Lair Card 7:
    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.
    Sculptors Lair Card 8:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Sculptors Lair Card 9:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Sculptors Lair Card 10:
    Knot of Isis
    MM
    Item 3
    Traits:
    Trigger
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Warehouse Card 1 (Bird Feather Tokens):
    Bird Feather Tokens
    MM
    Item 3
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
    Warehouse Card 2:
    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 3:
    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.
    Warehouse Card 4:
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Warehouse Card 5:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 6:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.
    Warehouse Card 7:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
    Warehouse Card 8:
    Ghost Battling Ring
    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Warehouse Card 9:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.
    Warehouse Card 10:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

    Location #5: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Stonework Passages Card 2:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Stonework Passages Card 3:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Stonework Passages Card 6:
    Detonate
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
    Stonework Passages Card 7:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Stonework Passages Card 8:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Stonework Passages Card 9:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 10:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Location #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/Gimry, None
    Vault of Hidden Wisdom Card 1 (Collapsing Sphinx):
    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.
    Vault of Hidden Wisdom Card 2 (Cenovath):
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.
    Vault of Hidden Wisdom Card 3:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Vault of Hidden Wisdom Card 4:
    Icy Prison
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Vault of Hidden Wisdom Card 5:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
    Vault of Hidden Wisdom Card 6:
    Cenovath Swarm
    MM
    Monster 5
    Traits:
    Vermin
    Swarm
    Poison
    To Defeat:
    Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
    Vault of Hidden Wisdom Card 7:
    Wand of Scorching Ray
    MM
    Item 3
    Traits:
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
    Vault of Hidden Wisdom Card 8:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.

    Location #7: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Kasmir/Bigguyinblack, NokNok/Matsu_Kurisu, None
    Great Library of Tephu Card 1:
    Ring of Stony Flesh
    MM
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 10
    OR Constitution
    Fortitude 8
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add 1 die to your Constitution non-combat check.
    Put this card on top of your deck to reduce all damage dealt to you by 2.
    Great Library of Tephu Card 2:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Great Library of Tephu Card 3:
    Reta Bigbad
    MM
    Ally P
    Traits:
    Goblin
    Fighter
    Veteran
    To Acquire:
    Combat 15
    OR CharismaDiplomacy 10
    Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Great Library of Tephu Card 4:
    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.
    Great Library of Tephu Card 5:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Great Library of Tephu Card 6:
    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.
    Great Library of Tephu Card 7:
    Volcanic Storm
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Great Library of Tephu Card 8:
    Chain Lightning
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
    Great Library of Tephu Card 9:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

  • Dark Archive

    Deck handler link

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

    Out of turn updates
    Recieved Axe of the Imperative from Kasmir
    healed 3 from Kasmir(Full heal)
    Hand not updated handler correctly: Display Spell Ward Shield.
    Now displayed :-)

    Hour = Hourglass Card 6 NokNok/Matsu_Kurisu: Blessing of the Elements

    Start of Turn
    At: GREAT LIBRARY OF TEPHU: M:2 B:1 W:0

    Give: lt Golden Serpent Armband to Kasmir
    Move: VAULT OF HIDDEN WISDOM: M:1 B:3 W:1

    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.

    Free explore = 1: Collapsing Sphinx, Barrier 4: Stealth 12

    Spoiler:
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.

    Spell Ward Shield DC Increase: 1d4 ⇒ 4

    Stealth 1d8+3, (#Barriers+1) +4, discard Blessing of Abadar +2d8
    Stealth 12: 1d8 + 3 + 4 + 2d8 ⇒ (7) + 3 + 4 + (6, 1) = 21 Banished

    End of Turn
    Spell Ward Shield check
    Strength 1d8+3, (#Monsters) +1+1d4
    Strength 6: 1d8 + 3 + 1 + 1d4 ⇒ (8) + 3 + 1 + (3) = 15 Stay displayed

    Recovery

    Reset
    Recharge
    Discard
    Draw Glamered Leather Armor

    Summary
    Location = VAULT OF HIDDEN WISDOM: (2-8)
    Acquired =
    Banished = 1: Collapsing Sphinx
    Examined =

    Displayed =
    Added =

    Location =
    Added =
    Examined =
    Banished =

    GIVE = Golden Serpent Armband to Kasmir
    USED =

    Other =

    "

    Nok-Nok wrote:

    Hand: Sawtooth Sabre +2, ka Axe of the Imperative, Sorrowsoul, td Stained Glass Elemental, Glamered Leather Armor,

    Displayed: Spell Ward Shield,
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 8
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☑ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    - Stealth: Dexterity +3
    Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Disable: Constitution +0
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [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

    "


    During This Adventure:

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
  • If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"

    During This Scenario:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Setup:
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.

    Additional Rules:

    Paracountess Zarta Dralneen (Displayed):

    Cohort
    Traits: Aristocrat Bard Human 
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    Scenario Level (#): 5

    Turn: 7, Zetha/WilderRedbeard

    Random Cards:

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

    Spoiler:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.

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

    Spoiler:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Spoiler:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Barriers
    Spoiler:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.

    Spoiler:
    Holy Word Trap
    MM
    Barrier 5
    Traits:
    Trigger
    Trap
    Magic
    Divine
    To Defeat:
    Wisdom
    Divine 11
    OR Intelligence
    Perception 13
    When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

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

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

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

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

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

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

    Spoiler:
    Iceblade Spelldagger
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Piercing
    Cold
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    OR Arcane
    Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

    Spoiler:
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Day Star Half-Plate
    MM
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Divine 10
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

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

    Spoiler:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Parade Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

    Items
    Spoiler:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

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

    Spoiler:
    Wyvern Poison
    MM
    Item 5
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

    Spoiler:
    Staff of Revelations
    MM
    Item 3
    Traits:
    Staff
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
    At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

    Spoiler:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    On your combat check, recharge this card to add 1d4 and the Poison check.

    Allies
    Spoiler:
    Ausetitha
    MM
    Ally 4
    Traits:
    Undead
    Banshee
    Incorporeal
    To Acquire:
    Combat 15
    Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.

    Spoiler:
    The Viper
    MM
    Ally 3
    Traits:
    Human
    Rogue
    Aspis
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

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

    Spoiler:
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

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

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

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

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

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

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

    Current Hour:

    Blessing of Pharasma:
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/Gimry:
    Spoiler:
    Hourglass Card 1 Aric/Gimry
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 2 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Kasmir/Bigguyinblack
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 3 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 4 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 4 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 5 Aric/Gimry:
    Spoiler:
    Hourglass Card 5 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 6 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Kasmir/Bigguyinblack
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 8 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 8 Zetha/WilderRedbeard
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Aric/Gimry:
    Spoiler:
    Hourglass Card 9 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 10 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Kasmir/Bigguyinblack
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 11 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 NokNok/Matsu_Kurisu
    Dark Archive's Favor
    None
    Favor 5
    Traits:
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
    Hourglass Card 12 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 12 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 Aric/Gimry:
    Spoiler:
    Hourglass Card 13 Aric/Gimry
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 14 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Kasmir/Bigguyinblack
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 16 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 16 Zetha/WilderRedbeard
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 17 Aric/Gimry:
    Spoiler:
    Hourglass Card 17 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 18 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Kasmir/Bigguyinblack
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 19 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 20 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 20 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 21 Aric/Gimry:
    Spoiler:
    Hourglass Card 21 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 23 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Location #1: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 4 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Alchemical Laboratory Card 2:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Alchemical Laboratory Card 3:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Alchemical Laboratory Card 4:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Alchemical Laboratory Card 5:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Alchemical Laboratory Card 6:
    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.
    Alchemical Laboratory Card 7:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
    Alchemical Laboratory Card 8:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
    Alchemical Laboratory Card 9:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
    Alchemical Laboratory Card 10:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.

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

    Location #3: Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/WilderRedbeard, None

    Sculptors Lair Card 1 (Reed Snake Armor):
    Reed Snake Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sculptors Lair Card 2:
    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.
    Sculptors Lair Card 3:
    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.
    Sculptors Lair Card 4:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.
    Sculptors Lair Card 5:
    Bottled Lightning
    MM
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.
    Sculptors Lair Card 6:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
    Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.
    Sculptors Lair Card 7:
    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.
    Sculptors Lair Card 8:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Sculptors Lair Card 9:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Sculptors Lair Card 10:
    Knot of Isis
    MM
    Item 3
    Traits:
    Trigger
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Warehouse Card 1 (Bird Feather Tokens):
    Bird Feather Tokens
    MM
    Item 3
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
    Warehouse Card 2:
    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 3:
    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.
    Warehouse Card 4:
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Warehouse Card 5:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 6:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.
    Warehouse Card 7:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
    Warehouse Card 8:
    Ghost Battling Ring
    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Warehouse Card 9:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.
    Warehouse Card 10:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

    Location #5: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Stonework Passages Card 2:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Stonework Passages Card 3:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Stonework Passages Card 6:
    Detonate
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
    Stonework Passages Card 7:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Stonework Passages Card 8:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Stonework Passages Card 9:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 10:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Location #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/Gimry, NokNok/Matsu_Kurisu, None
    Vault of Hidden Wisdom Card 1 (Cenovath):
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.
    Vault of Hidden Wisdom Card 2:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Vault of Hidden Wisdom Card 3:
    Icy Prison
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Vault of Hidden Wisdom Card 4:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
    Vault of Hidden Wisdom Card 5:
    Cenovath Swarm
    MM
    Monster 5
    Traits:
    Vermin
    Swarm
    Poison
    To Defeat:
    Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
    Vault of Hidden Wisdom Card 6:
    Wand of Scorching Ray
    MM
    Item 3
    Traits:
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
    Vault of Hidden Wisdom Card 7:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.

    Location #7: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 2 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Kasmir/Bigguyinblack, None
    Great Library of Tephu Card 1:
    Ring of Stony Flesh
    MM
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 10
    OR Constitution
    Fortitude 8
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add 1 die to your Constitution non-combat check.
    Put this card on top of your deck to reduce all damage dealt to you by 2.
    Great Library of Tephu Card 2:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Great Library of Tephu Card 3:
    Reta Bigbad
    MM
    Ally P
    Traits:
    Goblin
    Fighter
    Veteran
    To Acquire:
    Combat 15
    OR CharismaDiplomacy 10
    Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Great Library of Tephu Card 4:
    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.
    Great Library of Tephu Card 5:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Great Library of Tephu Card 6:
    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.
    Great Library of Tephu Card 7:
    Volcanic Storm
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Great Library of Tephu Card 8:
    Chain Lightning
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
    Great Library of Tephu Card 9:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.


  • Zetha's Deck Handler

    The hour of Pharasma (level 0 blessing for Daybane)
    Draw one new monster from the box: Skull Ripper (M3).
    Remain at Sculptor's Lair.

    Display Bound Imp to draw 2 cards: .
    Explore:

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

    Send Scrying to recovery and name Item to examine the top 3 cards of Sculptor's Lair:
    Card 1: The Evil Eye (Ba0 - TRIGGER
    Suffer a scourge: 1d8 + 1 ⇒ (7) + 1 = 8 (Sphinx) then banish Evil Eye.
    Card 2: Bonestorm (M4)
    Card 3: Spite Cloud (Sp5)
    No items, shuffle location.

    No more explores due to Daybane. Recharge Staff to heal a random discard: Blessing of Maat.
    End turn & attempt recovery:
    Scrying - Arcane 12: 1d10 + 4 ⇒ (5) + 4 = 9 discarded
    Bound Imp - Arcane 9: 1d10 + 4 ⇒ (6) + 4 = 10 recharged
    Reset hand.

    Zetha wrote:

    Hand: Blazing Servant, Invisibility (c), Dreamstalker, Metamorph, Blessing of Abadar, Skull Ripper (M3),

    Displayed: Ahtez (Cohort), Cockroach Coat, Ghost Wolf,
    Deck: 11 Discard: 2 Buried: 3
    Current Location: Sculptor's Lair
    Unused Hero Points: 3 // Zetha has the following scourges marked:
    Curse of Daybane:
    While Marked:
    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 all!"

    Curse of the Sphinx:
    While Marked:
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.

    If you already have the Curse of the Sphinx displayed, banish this card.

    "I watch over all! There is no escaping my gaze!"


    NOTES:
    Available Support: Blessing available
    Other: Dice Re-Roll Used for 5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Shadow Demon, Stone Skin, Staff of Minor Healing (c), Blessing of Achaekek, Bound Lantern Archon, Blessing of Anubis, Entice, Mask of Stolen Mien, Blessing of Maat (loot), Elemental Skin (loot)
    Recharged: Bound Imp,
    Discard Pile: Slip, Scrying,
    Buried Pile: Sunrod (acq), Chest of Keeping (acq), Ghost Battling Ring (acq),

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors
    POWERS: GLOOMWALKER Role Card
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ( or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ( or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
    When you play Ahtez for your combat check, add 1d6 ( 2d6).
    □ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
    □ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Cohort AHTEZ:
    Cohort
    Traits: Outsider, Eidolon, Arcane, Veteran
    Powers:
    Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
    While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.


    Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of the Lady of Graves
    Hour Power:No effect.
    Location: Vault of Hidden Wisdom
    Location Power:When you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Scenario Powers:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Start of Turn: Stay as Red Raven
    Move to Sculptor's Lair

    Random Card: 1d8 + 2 ⇒ (7) + 2 = 9

    End of Move Examine - Royal Naga
    After Examine: Stay as Red Raven

    It's a monster, so I get a free encounter

    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.

    Combat 16: 1d10 + 7 + 1d8 + 2 ⇒ (6) + 7 + (4) + 2 = 19

    Roll Details:

    Combat(Melee) - 1d10+7
    Shadowless Sword - 1d8+2

    Combat 16: 1d10 + 7 + 1d8 + 2 ⇒ (10) + 7 + (1) + 2 = 20

    Roll Details:

    Combat(Melee) - 1d10+7
    Shadowless Sword - 1d8+2

    Free Explore

    Random Card (No 9): 1d8 + 2 ⇒ (3) + 2 = 5

    Bottled Lightning:

    MM
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.

    Intelligence 11: 1d8 + 1d8 ⇒ (6) + (8) = 14

    Roll Details:

    Intelligence - 1d8
    Blessed - 1d8

    Display Bottle Lightning next to location

    That is 1 Item at the location, and I don't have 2 items in hand, so we can't close the location

    Random Card (No 9, 5): 1d8 + 2 ⇒ (3) + 2 = 5
    Random Card (No 9, 5): 1d8 + 2 ⇒ (3) + 2 = 5
    Random Card (No 9, 5): 1d8 + 2 ⇒ (8) + 2 = 10

    Draw Cards: 1d4 + 1 ⇒ (4) + 1 = 5

    End of Turn Examine - Knot of Isis

    "

    Red Raven wrote:

    Hand: Sawtooth Sabre +2, Thieves' Tools, Quick-Change Mask, Billy (Evangelist), Doc (Forensic Physician),

    Displayed:
    Current Location: Vault of Hidden Wisdom
    Kit: Elyana, Vizier, Scorpion Whip,
    Red Raven has the following scourges marked:
    Curse of Fevered Dreams:
    While Marked:
    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.

    Deck: 10 Discard: 5 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-5A? N
    Hero Points: 7

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Neferekhu
    Recharged: Vreva Jhafae, Effigy of Anubis, Wayfinder, Shadowless Sword (1), Blessing of the Vaultmaster, Jelani, Lockpick Shield, Shadowless Sword, Maftet Hunter,
    Discard Pile: Spyglass, Red Leathers, Hypnotist's Locket, Blessing of Zon-Kuthon, Blessing of the Midnight Lord,
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ===================================
    ARIC: SKILLS AND POWERS

    Spoiler:
    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.
    ☑ You may discard a card to evade a bane you encounter.

    "

    End of Turn Summary
    Banished Card 9 of the Sculptors Lair
    Display Card 5 at the location
    Examined Card 10 which is now on top


  • deck handler

    Off turn handed Golden Serpent Armband. Bury Game of Afterlife to banish Curse of the Sphinx.

    Game of Afterlife: Int 8: 1d10 + 4 ⇒ (5) + 4 = 9 -> Game of Afterlife recharged.

    Blessing of Isis in effect.

    Move to Sculptors Lair.

    Sculptors Lair Card 10: Knot of Isis:

    MM
    Item 3
    Traits:
    Trigger
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    arcane 11: 1d10 + 6 ⇒ (3) + 6 = 9

    Recharge Stained Glass Elemental to add 5. Display Knot of Isis. Summon and encounter Warrior Dolls to close.

    combat 10 +10 casting Lightning Bolt (Core) discarding The Marriage to add Zetha's Arcane die: 2d10 + 3d6 + 1d10 + 6 ⇒ (3, 9) + (3, 1, 4) + (7) + 6 = 33

    Bury the displayed Bottled Lightning, Knot of Isis, and Golden Serpent Armband to close the location. Draw random ally #1 Ausetitha

    Mass Cure on Aric: 1d4 + 1 ⇒ (2) + 1 = 3
    Mass Cure on myself: 1d4 + 1 ⇒ (1) + 1 = 2

    discard Ausetitha to heal Zetha: 1d4 + 1 ⇒ (1) + 1 = 2

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Lightning Bolt (Core): Arcane 10: 1d10 + 6 ⇒ (6) + 6 = 12 -> Lightning Bolt (Core) recharged.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Chain Lightning (Core), Acid Burst, Fate-reader Lenses, The Foreign Trader, Blessing of Wadjet, Death's Touch (Core), Eruption, Ring of Protection (Core),

    Displayed: Daji,
    Deck: 12 Discard: 3 Buried: 1
    "Current Location: Sculptors Lair
    Hero Points: 7"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

    Fate-reader Lenses: On any Perception check, reveal to add 1d10.

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

    Blessing of Wadjet: Discard this card to add 2d8 to any check to acquire a boon.
    Movement: Move me to NA if my location closes.
    Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mythopoeic Sphinx, Salvator Scream, Fly (Core), Major Cure, Blessing of the Savored Sting, Stained Glass Elemental, Blessing of the Lady of Graves, Game of Afterlife, Nightspear, Frost Ray (Core), The Midwife
    Recharged: Lightning Bolt (Core),
    Discard Pile: The Marriage, Ausetitha, Mass Cure,
    Buried Pile: Golden Serpent Armband,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

    "Knowledge Intelligence +2"
    Perception Wisdom +2
    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.

    Sculptors Lair Card 10 acquired. Location closed.

    Acquired random all #1 Ausetitha.

    Healed Aric for 3 and Zetha for 2.


    Red Raven Deck Handler

    OFF-TURN ACTIONS:
    Red Raven is healed for 3: (Blessing of the Midnight Lord, Red Leathers, Hypnotist's Locket). Deck shuffled.

    Dark Archive

    Deck handler link

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

    Out of turn updates
    Display Glamered Leather Armor

    Hour = 3 NokNok/Matsu_Kurisu: Blessing of the Elements

    Start of Turn
    At: VAULT OF HIDDEN WISDOM: M:1 B:3 W:1

    Give: No
    Move: Warehouse : M:3 B:2 W:0

    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.

    Free explore = 1: Bird Feather Tokens, Item 3: Intelligence 9

    Spoiler:
    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.

    Intelligence 1d4, (#Monsters+1d4) +3+1d4
    Intelligence 9: 1d4 + 3 + 1d4 ⇒ (4) + 3 + (4) = 11 Acquired & Displayed
    Do not have enough items to close

    End of Turn
    Spell Ward Shield check
    Strength 1d8+3, (#Monsters) +3+1d4
    Strength 6: 1d8 + 3 + 3 + 1d4 ⇒ (8) + 3 + 3 + (2) = 16 Stay displayed

    Location EoT: Recharge(ka Axe of the Imperative)

    Recovery

    Reset
    Recharge
    Discard
    Draw Priest of Abadar, Harrow Deck

    Summary
    Location = Warehouse : (2-10)
    Acquired = 1: Bird Feather Tokens
    Banished =
    Examined =

    Displayed = 1: Bird Feather Tokens
    Added =

    Location =
    Added =
    Examined =
    Banished =

    GIVE =

    USED =

    Other =
    "

    Nok-Nok wrote:

    Hand: Sawtooth Sabre +2, Sorrowsoul, td Stained Glass Elemental, Priest of Abadar, Harrow Deck,

    Displayed: Spell Ward Shield, Glamered Leather Armor,
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 8
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☑ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    - Stealth: Dexterity +3
    Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Disable: Constitution +0
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [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

    "


    During This Adventure:

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
  • If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"

    During This Scenario:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Setup:
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.

    Additional Rules:

    Paracountess Zarta Dralneen (Displayed):

    Cohort
    Traits: Aristocrat Bard Human 
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    Scenario Level (#): 5

    Turn: 11, Zetha/WilderRedbeard

    Random Cards:

    Monsters
    Spoiler:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Spoiler:
    Hanshepsu
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.

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

    Spoiler:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

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

    Barriers
    Spoiler:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.

    Spoiler:
    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.

    Spoiler:
    Tar Tomb
    MM
    Barrier 5
    Traits:
    Obstacle
    Magic
    Acid
    Fire
    To Defeat:
    Strength
    Dexterity 14
    OR Intelligence
    Disable 13
    If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Spoiler:
    Fiendish Sphinx
    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.

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

    Weapons
    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

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

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

    Spells
    Spoiler:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spoiler:
    Named Bullet
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran.
    At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.

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

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

    Spoiler:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    IntelligenceArcaneWisdomDivine 13
    Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
    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 15 check to recharge this card instead of discarding it.

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

    Spoiler:
    Quickdraw Shield
    MM
    Armor 5
    Traits:
    Shield
    Finesse
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Spoiler:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Spoiler:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Parade Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

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

    Spoiler:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    On your combat check, recharge this card to add 1d4 and the Poison check.

    Spoiler:
    Staff of Revelations
    MM
    Item 3
    Traits:
    Staff
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
    At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

    Spoiler:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

    Spoiler:
    Wyvern Poison
    MM
    Item 5
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

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

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

    Spoiler:
    Pyromaniac Mage
    MM
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane
    Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

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

    Spoiler:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
    Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/Gimry:
    Spoiler:
    Hourglass Card 1 Aric/Gimry
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 2 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Kasmir/Bigguyinblack
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 4 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 4 Zetha/WilderRedbeard
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 Aric/Gimry:
    Spoiler:
    Hourglass Card 5 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 6 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Kasmir/Bigguyinblack
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 7 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 NokNok/Matsu_Kurisu
    Dark Archive's Favor
    None
    Favor 5
    Traits:
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
    Hourglass Card 8 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 8 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 9 Aric/Gimry:
    Spoiler:
    Hourglass Card 9 Aric/Gimry
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 10 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Kasmir/Bigguyinblack
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 12 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 12 Zetha/WilderRedbeard
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Aric/Gimry:
    Spoiler:
    Hourglass Card 13 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 14 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Kasmir/Bigguyinblack
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 15 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 16 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 16 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 17 Aric/Gimry:
    Spoiler:
    Hourglass Card 17 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Location #1: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 4 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Alchemical Laboratory Card 2:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Alchemical Laboratory Card 3:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Alchemical Laboratory Card 4:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Alchemical Laboratory Card 5:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Alchemical Laboratory Card 6:
    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.
    Alchemical Laboratory Card 7:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
    Alchemical Laboratory Card 8:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
    Alchemical Laboratory Card 9:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
    Alchemical Laboratory Card 10:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.

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

    Location #3: Sculptors Lair
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack,

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: NokNok/Matsu_Kurisu, Bird Feather Tokens (Displayed)

    Warehouse Card 1:
    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 2:
    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.
    Warehouse Card 3:
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Warehouse Card 4:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 5:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.
    Warehouse Card 6:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
    Warehouse Card 7:
    Ghost Battling Ring
    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Warehouse Card 8:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.
    Warehouse Card 9:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

    Location #5: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Stonework Passages Card 2:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Stonework Passages Card 3:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Stonework Passages Card 6:
    Detonate
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
    Stonework Passages Card 7:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Stonework Passages Card 8:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Stonework Passages Card 9:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 10:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Location #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Vault of Hidden Wisdom Card 1 (Cenovath):
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.
    Vault of Hidden Wisdom Card 2:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Vault of Hidden Wisdom Card 3:
    Icy Prison
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Vault of Hidden Wisdom Card 4:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
    Vault of Hidden Wisdom Card 5:
    Cenovath Swarm
    MM
    Monster 5
    Traits:
    Vermin
    Swarm
    Poison
    To Defeat:
    Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
    Vault of Hidden Wisdom Card 6:
    Wand of Scorching Ray
    MM
    Item 3
    Traits:
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
    Vault of Hidden Wisdom Card 7:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.

    Location #7: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 2 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: None
    Great Library of Tephu Card 1:
    Ring of Stony Flesh
    MM
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 10
    OR Constitution
    Fortitude 8
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add 1 die to your Constitution non-combat check.
    Put this card on top of your deck to reduce all damage dealt to you by 2.
    Great Library of Tephu Card 2:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Great Library of Tephu Card 3:
    Reta Bigbad
    MM
    Ally P
    Traits:
    Goblin
    Fighter
    Veteran
    To Acquire:
    Combat 15
    OR CharismaDiplomacy 10
    Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
    Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check.
    Reta chop and Reta bite!
    Reta slay and Reta fight!
    Reta stab and Reta smite!
    Reta kills it all just right!
    ---Reta's song

    Great Library of Tephu Card 4:
    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.
    Great Library of Tephu Card 5:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Great Library of Tephu Card 6:
    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.
    Great Library of Tephu Card 7:
    Volcanic Storm
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Great Library of Tephu Card 8:
    Chain Lightning
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
    Great Library of Tephu Card 9:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.


  • Zetha's Deck Handler

    Off turn: Healed for two by Kasmir: Slip, Scrying. (Thanks, BGiB!)

    Start of turn: The hour of the Ancients
    Choose to not draw a monster from the box.
    Move to Great Library of Tephu.

    Prior to exploring, examine top card of location for Curse of the Sphinx: Ring of Stony Flesh. Recharge hand, reset hand and discard a card.

    Zetha wrote:

    Hand: Elemental Skin (loot), Mask of Stolen Mien, Slip, Bound Shadow Demon, Blessing of Achaekek, Blessing of Anubis,

    Displayed: Ahtez (Cohort), Cockroach Coat, Ghost Wolf,
    Deck: 13 Discard: 0 Buried: 3
    Current Location: Sculptor's Lair
    Unused Hero Points: 3 // Zetha has the following scourges marked:
    Curse of Daybane:
    While Marked:
    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 all!"

    Curse of the Sphinx:
    While Marked:
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.

    If you already have the Curse of the Sphinx displayed, banish this card.

    "I watch over all! There is no escaping my gaze!"


    NOTES:
    Available Support: Blessing available
    Other: Dice Re-Roll Used for 5A?: N

    Randomly discard: Mask of Stolen Mien.

    Explore:
    Ring of Stony Flesh:
    MM
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 10
    OR Constitution
    Fortitude 8
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add 1 die to your Constitution non-combat check.
    Put this card on top of your deck to reduce all damage dealt to you by 2.
    Banish Bound Shadow Demon to use Stealth. CC adds 1d4.
    Constitution (Stealth) 8: 1d10 + 6 + 1d4 ⇒ (2) + 6 + (2) = 10 acquired
    Display Stony Ring next to location. Choose to not attempt location close.

    No more explores due to Curse of the Daybane. End turn & reset hand.

    Zetha wrote:

    Hand: Scrying, Stone Skin, Slip, Blessing of Achaekek, Blessing of Anubis, Elemental Skin (loot),

    Displayed: Ahtez (Cohort), Cockroach Coat, Ghost Wolf,
    Deck: 11 Discard: 1 Buried: 3
    Current Location: Great Library of Tephu
    Unused Hero Points: 3 // Zetha has the following scourges marked:
    Curse of Daybane:
    While Marked:
    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 all!"

    Curse of the Sphinx:
    While Marked:
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.

    If you already have the Curse of the Sphinx displayed, banish this card.

    "I watch over all! There is no escaping my gaze!"


    NOTES:
    Available Support: Blessing available
    Other: Dice Re-Roll Used for 5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Entice, Bound Lantern Archon, Staff of Minor Healing (c), Blessing of Maat (loot), Bound Imp
    Recharged: Blessing of Abadar, Blazing Servant, Metamorph, Dreamstalker, Skull Ripper (M3), Invisibility (c),
    Discard Pile: Mask of Stolen Mien,
    Buried Pile: Sunrod (acq), Chest of Keeping (acq), Ghost Battling Ring (acq),

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors
    POWERS: GLOOMWALKER Role Card
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ( or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ( or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
    When you play Ahtez for your combat check, add 1d6 ( 2d6).
    □ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
    □ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Cohort AHTEZ:
    Cohort
    Traits: Outsider, Eidolon, Arcane, Veteran
    Powers:
    Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
    While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.


    Red Raven Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of Wadjet
    Hour Power:No effect.
    Location: Vault of Hidden Wisdom
    Location Power:When you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    Scenario Powers:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Follow Zetha to Great Library of Tephu

    End of Move Examine - Scribe
    After Examine: Switch to Aric

    Scribe:

    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Diplomacy 9: 1d10 + 7 + 1 ⇒ (10) + 7 + 1 = 18

    Roll Details:

    Diplomacy - 1d10+7
    Billy (Evangelist) - 1

    Acquiring a boon lets me examine - Reta Bigbad
    Swap Thieves Tools and Vizier

    Recharge Vizier to explore again (Aric Power)

    Reta Bigbad:

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

    Diplomacy 10: 1d10 + 7 + 1 ⇒ (6) + 7 + 1 = 14

    Roll Details:

    Diplomacy - 1d10+7
    Billy (Evangelist) - 1

    Acquiring a boon lets me examine - Royal Naga
    After Examine: Switch to Red Raven

    Discard Reta to explore again and add 1d4+1 to first combat check

    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.

    Combat 16: 1d10 + 7 + 1d6 + 2 + 1 + 1d4 + 1 ⇒ (1) + 7 + (4) + 2 + 1 + (3) + 1 = 19

    Roll Details:

    Combat(Melee) - 1d10+7
    Sawtooth Sabre +2 - 1d6+2
    Billy (Evangelist) - 1
    Reta Bigbad - 1d4+1

    Combat 16: 1d10 + 7 + 1d6 + 2 + 1 ⇒ (3) + 7 + (1) + 2 + 1 = 14

    Roll Details:

    Combat(Melee) - 1d10+7
    Sawtooth Sabre +2 - 1d6+2
    Billy (Evangelist) - 1

    Hero Point that

    Combat 16: 1d10 + 7 + 1d6 + 2 + 1 ⇒ (3) + 7 + (2) + 2 + 1 = 15

    Roll Details:

    Combat(Melee) - 1d10+7
    Sawtooth Sabre +2 - 1d6+2
    Billy (Evangelist) - 1

    Paizo Reroll the d10

    Combat 16: 1d10 + 7 + 2 + 2 + 1 ⇒ (1) + 7 + 2 + 2 + 1 = 13

    Discard Scribe, Billy and Quick Change mask as damage

    Use Doc to heal
    Heal: 1d4 + 1 ⇒ (3) + 1 = 4

    Red Raven is healed for 4: (Blessing of Zon-Kuthon, Quick-Change Mask, Billy (Evangelist), Reta Bigbad). Deck shuffled.

    Random Card: 1d6 + 3 ⇒ (2) + 3 = 5

    End of Turn Examine - Blessing of Thoth

    Fevered Dreams: 1d4 + 1 ⇒ (1) + 1 = 2

    "

    Red Raven wrote:

    Hand: Quick-Change Mask, Blessing of the Vaultmaster,

    Displayed:
    Current Location: Great Library of Tephu
    Kit: Elyana, Thieves' Tools, Scorpion Whip,
    Red Raven has the following scourges marked:
    Curse of Fevered Dreams:
    While Marked:
    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.

    Deck: 17 Discard: 3 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-5A? Y
    Hero Points: 6
    Used: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Zon-Kuthon, Reta Bigbad, Vizier, Neferekhu, Maftet Hunter, Vreva Jhafae, Blessing of the Midnight Lord, Effigy of Anubis, Shadowless Sword, Red Leathers, Shadowless Sword (1), Wayfinder, Hypnotist's Locket, Billy (Evangelist), Lockpick Shield, Jelani
    Recharged: Sawtooth Sabre +2,
    Discard Pile: Spyglass, Scribe, Doc (Forensic Physician),
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ===================================
    ARIC: SKILLS AND POWERS

    Spoiler:
    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.
    ☑ You may discard a card to evade a bane you encounter.

    "

    End of Turn Summary
    Moved to Great Library of Tephu
    Acquired Cards 2 and 3
    Failed to defeat Card 4. Location Shuffled
    Examined Card 5 which is the new top card of Great Library of Tephu


  • deck handler

    Blessing of Abadar in effect. Discard Death's Touch (Core) to draw Mass Cure from my discard pile.

    Move to Great Library of Tephu.

    Great Library of Tephu Card 5: Blessing of Thoth:

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

    knowledge 10 revealing Blessing of Wadjet: 1d10 + 1d4 + 6 ⇒ (5) + (2) + 6 = 13

    Discard Blessing of Thoth to explore.

    random from the top: 1d5 ⇒ 2

    Great Library of Tephu Card 6: 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.

    BYA Poison dmg: 1d4 ⇒ 2

    Reveal Ring of Protection (Core) to prevent 1. Discard Acid Burst for the other.

    combat 17 casting Eruption: 1d10 + 4d6 + 6 ⇒ (6) + (2, 6, 3, 1) + 6 = 24

    use Daji discarding Chain Lightning (Core) to heal spells: 1d4 + 1 ⇒ (2) + 1 = 3

    Mass Cure to heal Red Raven: 1d4 + 1 ⇒ (3) + 1 = 4
    Mass Cure healing myself: 1d4 + 1 ⇒ (2) + 1 = 3

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Eruption: Arcane 13: 1d10 + 6 ⇒ (6) + 6 = 12 -> Eruption recharged discarded.

    Kasmir resets their hand.

    Blessing of Abadar in effect. Discard Death's Touch (Core) to draw Mass Cure from my discard pile.

    Move to Great Library of Tephu.

    Great Library of Tephu Card 5: Blessing of Thoth:

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

    knowledge 10 revealing Blessing of Wadjet: 1d10 + 1d4 + 6 ⇒ (5) + (2) + 6 = 13

    Discard Blessing of Thoth to explore.

    random from the top: 1d5 ⇒ 5

    Great Library of Tephu Card 6: 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.

    BYA Poison dmg: 1d4 ⇒ 4

    Reveal Ring of Protection (Core) to prevent 1. Discard Acid Burst for the other.

    combat 17 casting Eruption: 1d10 + 4d6 + 6 ⇒ (4) + (1, 6, 1, 4) + 6 = 22

    use Daji discarding Chain Lightning (Core) to heal spells: 1d4 + 1 ⇒ (1) + 1 = 2

    Mass Cure to heal Red Raven: 1d4 + 1 ⇒ (2) + 1 = 3
    Mass Cure healing myself: 1d4 + 1 ⇒ (4) + 1 = 5

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Eruption: Arcane 13: 1d10 + 6 ⇒ (4) + 6 = 10 -> Eruption recharged .

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Fate-reader Lenses, Ring of Protection (Core), The Foreign Trader, Blessing of Wadjet, Ausetitha, Nightspear, Lightning Bolt (Core), Stained Glass Elemental,

    Displayed: Daji,
    Deck: 14 Discard: 2 Buried: 1
    "Current Location: Great Library of Tephu
    Hero Points: 7"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

    Fate-reader Lenses: On any Perception check, reveal to add 1d10.

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

    Blessing of Wadjet: Discard this card to add 2d8 to any check to acquire a boon.

    Nightspear: At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    Movement: Move me to NA if my location closes.
    Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mythopoeic Sphinx, Blessing of Thoth, Blessing of the Lady of Graves, The Marriage, Frost Ray (Core), Fly (Core), Acid Burst, Blessing of the Savored Sting, Death's Touch (Core), Chain Lightning (Core), The Midwife, Salvator Scream, Major Cure, Game of Afterlife
    Recharged:
    Discard Pile: Mass Cure, Eruption,
    Buried Pile: Golden Serpent Armband,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

    "Knowledge Intelligence +2"
    Perception Wisdom +2
    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.

    Great Library of Tephu Card 5 acquired. Card 6 banished.

    Red Raven healed for 4.


    During This Adventure:

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
  • If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"

    During This Scenario:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Setup:
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.

    Additional Rules:

    Paracountess Zarta Dralneen (Displayed):

    Cohort
    Traits: Aristocrat Bard Human 
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    Scenario Level (#): 5

    Turn: 14, NokNok/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Spoiler:
    Mummy
    MM
    Monster 4
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    If undefeated, bury your discard pile.

    Spoiler:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

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

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

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

    Spoiler:
    Tar Tomb
    MM
    Barrier 5
    Traits:
    Obstacle
    Magic
    Acid
    Fire
    To Defeat:
    Strength
    Dexterity 14
    OR Intelligence
    Disable 13
    If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

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

    Spoiler:
    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.

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

    Weapons
    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Spoiler:
    Mace of Ruin
    MM
    Weapon 4
    Traits:
    Mace
    Melee
    Bludgeoning
    Acid
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Spoiler:
    Thousand Stings Whip
    MM
    Weapon 4
    Traits:
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 11
    When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead.

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

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

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

    Spoiler:
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spoiler:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Skyplate Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Craft
    Divine 12
    Reveal this card to reduce all damage dealt to you by 2.
    Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

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

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

    Spoiler:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Quickdraw Shield
    MM
    Armor 5
    Traits:
    Shield
    Finesse
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

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

    Spoiler:
    Staff of Revelations
    MM
    Item 3
    Traits:
    Staff
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
    At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

    Spoiler:
    Wyvern Poison
    MM
    Item 5
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

    Spoiler:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    On your combat check, recharge this card to add 1d4 and the Poison check.

    Spoiler:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

    Allies
    Spoiler:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    Spoiler:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

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

    Spoiler:
    Pyromaniac Mage
    MM
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane
    Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

    Spoiler:
    Pakesket
    MM
    Ally 5
    Traits:
    Animal
    Phoenix
    Fire
    To Acquire:
    Charisma
    Diplomacy 8
    THEN Charisma
    Diplomacy 12
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
    Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Dark Archive's Favor
    None
    Favor 5
    Traits:
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.
    Hourglass Card 5 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 6 Aric/Gimry:
    Spoiler:
    Hourglass Card 6 Aric/Gimry
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 7 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Kasmir/Bigguyinblack
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 9 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 9 Zetha/WilderRedbeard
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Aric/Gimry:
    Spoiler:
    Hourglass Card 10 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 11 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Kasmir/Bigguyinblack
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 12 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 13 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 13 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 14 Aric/Gimry:
    Spoiler:
    Hourglass Card 14 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Location #1: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 4 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Alchemical Laboratory Card 2:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Alchemical Laboratory Card 3:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Alchemical Laboratory Card 4:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Alchemical Laboratory Card 5:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Alchemical Laboratory Card 6:
    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.
    Alchemical Laboratory Card 7:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
    Alchemical Laboratory Card 8:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
    Alchemical Laboratory Card 9:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
    Alchemical Laboratory Card 10:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.

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

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

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: NokNok/Matsu_Kurisu, Bird Feather Tokens (Displayed)

    Warehouse Card 1:
    Mummified Sphinx
    MM
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    Before you act, recharge your hand, reset your hand, and bury a card.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 2:
    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.
    Warehouse Card 3:
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Warehouse Card 4:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 5:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.
    Warehouse Card 6:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
    Warehouse Card 7:
    Ghost Battling Ring
    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Warehouse Card 8:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.
    Warehouse Card 9:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

    Location #5: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Stonework Passages Card 2:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Stonework Passages Card 3:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Stonework Passages Card 6:
    Detonate
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
    Stonework Passages Card 7:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Stonework Passages Card 8:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Stonework Passages Card 9:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 10:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Location #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Vault of Hidden Wisdom Card 1 (Cenovath):
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.
    Vault of Hidden Wisdom Card 2:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Vault of Hidden Wisdom Card 3:
    Icy Prison
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Vault of Hidden Wisdom Card 4:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
    Vault of Hidden Wisdom Card 5:
    Cenovath Swarm
    MM
    Monster 5
    Traits:
    Vermin
    Swarm
    Poison
    To Defeat:
    Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
    Vault of Hidden Wisdom Card 6:
    Wand of Scorching Ray
    MM
    Item 3
    Traits:
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
    Vault of Hidden Wisdom Card 7:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.

    Location #7: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 1 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/WilderRedbeard, Aric/Gimry, Kasmir/Bigguyinblack, Ring of Stony Flesh (displayed), Royal Naga (shuffled)
    Great Library of Tephu Card 1:
    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.
    Great Library of Tephu Card 2:
    Chain Lightning
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
    Great Library of Tephu Card 3:
    Volcanic Storm
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Great Library of Tephu Card 4:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

  • Dark Archive

    Deck handler link

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

    Out of turn updates
    Display Glamered Leather Armor

    Hour = 14 NokNok/Matsu_Kurisu: Blessing of the Elements

    Start of Turn
    At: Warehouse : M:3 B:2 W:0

    Give: No
    Move: No

    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.

    Free explore = Warehouse Card 1: Mummified Sphinx, Monster 3: Combat 17

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

    BYA Recharge hand, (Harrow Deck, Sawtooth Sabre +2, td Stained Glass Elemental, Sorrowsoul, Priest of Abadar)
    reset(Limning Starknife, lt Sun Falcon Pectoral, Master of Masters, Blessing of the Vaultmaster, Blessing of the Midnight Lord)
    Bury(Blessing of the Vaultmaster)
    Spell Ward Shield DC Increase: 1d4 ⇒ 1
    Reveal Limning Starknife 1d8+3+1d4+2, (#barriers+1) +3, Finesse +1d4, recharge Blessing of the Midnight Lord +2d8
    Combat 18(17+1): 1d8 + 3 + 1d4 + 2 + 3 + 1d4 + 2d8 ⇒ (1) + 3 + (1) + 2 + 3 + (1) + (2, 7) = 20 Banished

    End of Turn
    Spell Ward Shield check
    Strength 1d8+3, (#Monsters) +3+1d4
    Strength 6: 1d8 + 3 + 3 + 1d4 ⇒ (1) + 3 + 3 + (4) = 11 Stay displayed

    Location EoT: Recharge( )

    Recovery

    Reset
    Recharge
    Discard
    Draw Cerulean Mastermind, Blackjack's Rapier

    Summary
    Location = Warehouse : (2-9)
    Acquired =
    Banished = 1: Mummified Sphinx,
    Examined =

    Displayed =
    Added =

    Location =
    Added =
    Examined =
    Banished =

    GIVE =

    USED =

    Other =
    "

    Nok-Nok wrote:

    Hand: Limning Starknife, lt Sun Falcon Pectoral, Master of Masters, Cerulean Mastermind, Blackjack's Rapier,

    Displayed: Spell Ward Shield, Glamered Leather Armor,
    Deck: 11 Discard: 1 Buried: 1
    Hero Points: 8
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☑ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    - Stealth: Dexterity +3
    Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Disable: Constitution +0
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [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's Deck Handler

    The hour of the Elements (only one explore for Daybane)
    Draw two new monsters from the box: Girtablilu Ranger (M4) & Mummy (M4).
    Give Stone Skin to Kasmir
    Remain at Great Library of Tephu.

    Examine top card of location for Curse of the Sphinx: Royal Naga (M4).
    Send Scrying to recovery and name Spell to examine the top 3 cards of GLoT:
    Card 1 - Royal Naga (M4)
    Card 2 - Chain Lightning (S3)
    Card 3 - Volcanic Storm (S3)
    Place Volcanic Storm on top, then Chain Lightning. Shuffle the rest.
    Explore:

    Volcanic Storm:
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Banish Mummy to use Stealth.
    Arcane (Stealth) 11: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (1) = 12 acquired

    End turn & attempt recovery, banishing Girtablilu Ranger to use Stealth:
    Scrying - Arcane 12: 1d10 + 6 + 1d4 ⇒ (7) + 6 + (2) = 15 recharged
    Reset hand.

    Zetha wrote:

    Hand: Bound Imp, Slip, Blessing of Achaekek, Blessing of Anubis, Elemental Skin (loot), Volcanic Storm (acq),

    Displayed: Ahtez (Cohort), Cockroach Coat, Ghost Wolf,
    Deck: 11 Discard: 1 Buried: 3
    Current Location: Great Library of Tephu
    Unused Hero Points: 3 // Zetha has the following scourges marked:
    Curse of Daybane:
    While Marked:
    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 all!"

    Curse of the Sphinx:
    While Marked:
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.

    If you already have the Curse of the Sphinx displayed, banish this card.

    "I watch over all! There is no escaping my gaze!"


    NOTES:
    Available Support: Blessing available
    Other: Dice Re-Roll Used for 5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing (c), Entice, Bound Lantern Archon, Blessing of Maat (loot)
    Recharged: Blessing of Abadar, Blazing Servant, Metamorph, Dreamstalker, Skull Ripper (M3), Invisibility (c), Scrying,
    Discard Pile: Mask of Stolen Mien,
    Buried Pile: Sunrod (acq), Chest of Keeping (acq), Ghost Battling Ring (acq),

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors
    POWERS: GLOOMWALKER Role Card
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ( or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ( or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
    When you play Ahtez for your combat check, add 1d6 ( 2d6).
    □ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
    □ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Cohort AHTEZ:
    Cohort
    Traits: Outsider, Eidolon, Arcane, Veteran
    Powers:
    Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
    While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.


    Aric Deck Handler

    OFF-TURN ACTIONS:
    Red Raven has all cards in their discard pile healed: (Spyglass, Scribe, Doc (Forensic Physician)). Deck shuffled.

    ========================
    Red Raven starts their turn.
    Hour: Blessing of the Ancients
    Hour Power:No effect.
    Location: Great Library of Tephu
    Location Power:When you fail to acquire a boon, shuffle it into this location deck.
    Scenario Powers:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Start of Turn: Stay as Red Raven
    Move to Warehouse

    End of Move Examine - Lightning Storm (Brutal)

    Explore and display Lightning Storm

    End of Turn Examine - Grave Goods (TRIGGER)
    Discard Blessing of Vaultmaster for Trigger

    Curse of Fevered Dreams: 1d4 + 1 ⇒ (2) + 1 = 3

    "

    Red Raven wrote:

    Hand: Wayfinder, Doc (Forensic Physician), Neferekhu,

    Displayed:
    Current Location: Warehouse
    Kit: Elyana, Thieves' Tools, Scorpion Whip,
    Red Raven has the following scourges marked:
    Curse of Fevered Dreams:
    While Marked:
    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.

    Deck: 18 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-5A? Y
    Hero Points: 6
    Used: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hypnotist's Locket, Blessing of the Midnight Lord, Jelani, Vreva Jhafae, Blessing of Zon-Kuthon, Maftet Hunter, Sawtooth Sabre +2, Vizier, Shadowless Sword, Scribe, Effigy of Anubis, Spyglass, Reta Bigbad, Billy (Evangelist)
    Recharged: Shadowless Sword (1), Red Leathers, Lockpick Shield, Quick-Change Mask,
    Discard Pile: Blessing of the Vaultmaster,
    Buried Pile:
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ===================================
    ARIC: SKILLS AND POWERS

    Spoiler:
    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.
    ☑ You may discard a card to evade a bane you encounter.

    "

    End of Turn Summary
    Displayed Card 1 - Lightning Storm at Warehouse
    Card 2 of warehouse is Known


  • deck handler

    Blessing of Horus in effect.

    Pass Stone Skin to Zetha.

    Great Library of Tephu Card 2: Chain Lightning:

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

    arcane 10 revealing Blessing of Wadjet: 1d10 + 1d4 + 6 ⇒ (9) + (3) + 6 = 18

    Display Ausetitha. Discard Nightspear to explore.

    random from the top: 1d2 ⇒ 2

    Great Library of Tephu Card 4: Whip of Centipedes:

    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    arcane 10 revealing Blessing of Wadjet: 1d10 + 1d4 + 6 ⇒ (7) + (3) + 6 = 16

    Discard The Foreign Trader to explore.

    Great Library of Tephu Card 1: 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.

    use 1. Whip of Centipedes, 2. Lightning Bolt (Core), 3. Chain Lightning: 1d3 ⇒ 2

    combat 16 casting Lightning Bolt (Core): 1d10 + 3d6 + 6 ⇒ (5) + (1, 1, 6) + 6 = 19

    use 1. Whip of Centipedes, 2. Chain Lightning: 1d2 ⇒ 1

    combat 16 casting Whip of Centipedes: 1d10 + 3d6 + 6 ⇒ (7) + (2, 5, 6) + 6 = 26

    Auto succeed at knowledge 6 to close. Bury displayed Ring of Stony Flesh, Fate-reader Lenses, and Ring of Protection (Core) to close. On close draw random spell #1 Mistform

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Lightning Bolt (Core): Arcane 10: 1d10 + 6 ⇒ (5) + 6 = 11 -> Lightning Bolt (Core) recharged.
    Whip of Centipedes: Arcane 12: 1d10 + 6 ⇒ (1) + 6 = 7 -> Whip of Centipedes discarded.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Mistform, Chain Lightning, Stained Glass Elemental, Blessing of Wadjet, Blessing of the Savored Sting, Salvator Scream, The Midwife, Fly (Core),

    Displayed: Daji, Ausetitha,
    Deck: 11 Discard: 5 Buried: 3
    "Current Location: Great Library of Tephu
    Hero Points: 7"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

    Mistform: Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.

    Blessing of the Savored Sting: On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to the check.

    Blessing of Wadjet: Discard this card to add 2d8 to any check to acquire a boon.

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Lady of Graves, Chain Lightning (Core), Game of Afterlife, Major Cure, Mythopoeic Sphinx, Blessing of Thoth, Death's Touch (Core), Frost Ray (Core), Acid Burst, The Marriage
    Recharged: Lightning Bolt (Core),
    Discard Pile: Mass Cure, Eruption, Nightspear, The Foreign Trader, Whip of Centipedes,
    Buried Pile: Golden Serpent Armband, Fate-reader Lenses, Ring of Protection (Core),
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

    "Knowledge Intelligence +2"
    Perception Wisdom +2
    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.

    Great Library of Tephu Cards 2 and 4 acquired.

    Acquired random spell #1 Mistform.

    Passed Stone Skin to Zetha.

    Dark Archive

    Deck handler link

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

    Out of turn updates

    Hour = 4 NokNok/Matsu_Kurisu: Dark Archive's Favor
    Hour power: When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

    Pause turn - want feedback on hour


    During This Adventure:

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
  • If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"

    During This Scenario:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Setup:
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.

    Additional Rules:

    Paracountess Zarta Dralneen (Displayed):

    Cohort
    Traits: Aristocrat Bard Human 
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    Scenario Level (#): 5

    Turn: 18, NokNok/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Graven Guardian of Set
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

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

    Spoiler:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.

    Spoiler:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Spoiler:
    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.

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

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

    Spoiler:
    Shocking Chest
    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.

    Spoiler:
    Telekinetic Enucleation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Dexterity
    Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location suffers the scourge Curse of Blindness.

    Spoiler:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.

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

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Spoiler:
    Mace of Ruin
    MM
    Weapon 4
    Traits:
    Mace
    Melee
    Bludgeoning
    Acid
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Spoiler:
    Flaming Ranseur +3
    MM
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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

    Spoiler:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

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

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

    Armors
    Spoiler:
    Parade Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

    Spoiler:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

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

    Spoiler:
    Skyplate Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Craft
    Divine 12
    Reveal this card to reduce all damage dealt to you by 2.
    Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

    Spoiler:
    Quickdraw Shield
    MM
    Armor 5
    Traits:
    Shield
    Finesse
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Items
    Spoiler:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    On your combat check, recharge this card to add 1d4 and the Poison check.

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

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

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

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

    Spoiler:
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

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

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

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

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

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

    Current Hour:

    Dark Archive's Favor:
    Dark Archive's Favor
    None
    Favor 5
    Traits:
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle each remaining item into different open locations.
    While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 5 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Zetha/WilderRedbeard
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Aric/Gimry:
    Spoiler:
    Hourglass Card 6 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 7 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Kasmir/Bigguyinblack
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 8 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 9 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 10 Aric/Gimry:
    Spoiler:
    Hourglass Card 10 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Location #1: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 5 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Alchemical Laboratory Card 2:
    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.
    Alchemical Laboratory Card 3:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
    Alchemical Laboratory Card 4:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.
    Alchemical Laboratory Card 5:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Alchemical Laboratory Card 6:
    Staff of Revelations
    MM
    Item 3
    Traits:
    Staff
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
    At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
    Alchemical Laboratory Card 7:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
    Alchemical Laboratory Card 8:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Alchemical Laboratory Card 9:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Alchemical Laboratory Card 10:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Alchemical Laboratory Card 11:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

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

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

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Aric/Gimry, NokNok/Matsu_Kurisu, Bird Feather Tokens (Displayed)

    Lightning Storm (displayed):

    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.

    Warehouse Card 1:
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Warehouse Card 2:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.
    Warehouse Card 3:
    Ghost Battling Ring
    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Warehouse Card 4:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
    Warehouse Card 5:
    Wyvern Poison
    MM
    Item 5
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.
    Warehouse Card 6:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.
    Warehouse Card 7:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 8:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Location #5: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 2:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Stonework Passages Card 3:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Stonework Passages Card 4:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Stonework Passages Card 5:
    Detonate
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
    Stonework Passages Card 6:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Stonework Passages Card 7:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Stonework Passages Card 8:
    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.
    Stonework Passages Card 9:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Stonework Passages Card 10:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Stonework Passages Card 11:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

    Location #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Vault of Hidden Wisdom Card 1:
    Wand of Scorching Ray
    MM
    Item 3
    Traits:
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
    Vault of Hidden Wisdom Card 2:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.
    Vault of Hidden Wisdom Card 3:
    Cenovath Swarm
    MM
    Monster 5
    Traits:
    Vermin
    Swarm
    Poison
    To Defeat:
    Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
    Vault of Hidden Wisdom Card 4:
    Icy Prison
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Vault of Hidden Wisdom Card 5:
    Scarab Sand
    MM
    Item 3
    Traits:
    Object
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft
    Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
    Vault of Hidden Wisdom Card 6:
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.
    Vault of Hidden Wisdom Card 7:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
    Vault of Hidden Wisdom Card 8:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Location #7: Great Library of Tephu
    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,

  • Dark Archive

    Deck handler link

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

    Out of turn updates

    Hour = 4 NokNok/Matsu_Kurisu: Dark Archive's Favor
    Hour power: While this card is on top of the blessings discard pile, on your check to acquire an item, after the roll, you may add 1d12.

    Start of Turn
    At: Warehouse : M:3 B:2 W:0

    Lightning Storm: 1d4 ⇒ 2 Nok-Nok recharge damage(Cerulean Mastermind, Limning Starknife)
    Move Lightning Storm to: 1d7 ⇒ 7 #7: Great Library of Tephu
    Ouch, the storm is hunting the party :-)

    Give: No
    Move: No

    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.

    Free explore = Warehouse Card 1: Grave Goods, Barrier 3: Disable 10

    Spoiler:
    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.

    Spell Ward Shield DC Increase: 1d4 ⇒ 3

    Disable 1d10+1+0, (#barriers+1) +3, Discard Master of Masters +2d10
    Disable 13(10+3): 1d10 + 1 + 0 + 3 + 2d10 ⇒ (3) + 1 + 0 + 3 + (9, 10) = 26 Banished

    End of Turn
    Spell Ward Shield check
    Strength 1d8+3, (#Monsters) +3+1d4
    Strength 6: 1d8 + 3 + 3 + 1d4 ⇒ (4) + 3 + 3 + (2) = 12 Stay displayed

    Location EoT: Recharge( )

    Recovery

    Reset
    Recharge
    Discard
    Draw The Crow, Shadowless Sword, lt Blessing of Maat

    Summary
    Location = Warehouse : (2-8)
    Acquired =
    Banished = 1: Grave Goods
    Examined =

    Displayed =
    Added =

    Location =
    Added =
    Examined =
    Banished =

    GIVE =

    USED =

    Other = Move Lightning Storm to #7: Great Library of Tephu

    "

    Nok-Nok wrote:

    Hand: Blackjack's Rapier, lt Sun Falcon Pectoral, The Crow, Shadowless Sword, lt Blessing of Maat,

    Displayed: Spell Ward Shield, Glamered Leather Armor,
    Deck: 10 Discard: 2 Buried: 1
    Hero Points: 8
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☑ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    - Stealth: Dexterity +3
    Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Disable: Constitution +0
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [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's Deck Handler

    Receive Stone Skin from Kasmir

    The hour of the Ancients
    Draw two new monsters from the box: Graven Guardian of Set (M5) & Skull Ripper (M3).
    Lightning Storm: 1d4 ⇒ 3
    Display Stone Skin next to Zetha to reduce the damage by 4 to 0.
    Lightning Storm Location: 1d7 ⇒ 6 Vault of Hidden Wisdom
    Move to Alchemical Laboratory.

    Display Bound Imp to draw 2 cards: Blessing of Maat & Entice.
    Examine top card for Curse of the Mummy: Channel the Gift (Sp4).
    Recharge hand, reset hand, then discard a card: Dreamstalker.

    Zetha wrote:

    Hand: Blazing Servant, Staff of Minor Healing (c), Bound Lantern Archon, Metamorph, Blessing of Abadar,

    Displayed: Ahtez (Cohort), Cockroach Coat, Ghost Wolf, Bound Imp,
    Deck: 11 Discard: 2 Buried: 3
    Current Location: Alchemical Laboratory
    Unused Hero Points: 3 // Zetha has the following scourges marked:
    Curse of Daybane:
    While Marked:
    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 all!"

    Curse of the Sphinx:
    While Marked:
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.

    If you already have the Curse of the Sphinx displayed, banish this card.

    "I watch over all! There is no escaping my gaze!"


    NOTES:
    Available Support: Staff, Elemental Skin and Blessing of Maat available.
    Other: Dice Re-Roll Used for 5A?: N

    Discard Metamorph to explore:

    Channel the Gift:
    MM

    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Banish Bound Lantern Archon to use Stealth.
    Arcane 12: 1d10 + 6 + 1d4 ⇒ (3) + 6 + (2) = 11 use Hero Point re-roll
    Arcane 12: 1d10 + 6 + 1d4 ⇒ (1) + 6 + (2) = 9 banished

    Recharge Staff of Minor Healing to heal a card: Metamorph.
    End turn. Attempt recovery:
    Bound Imp - Arcane 8: 1d10 + 4 ⇒ (6) + 4 = 10 recharged
    Stone Skin - Arcane 9: 1d10 + 4 ⇒ (9) + 4 = 13 recharged
    Reset hand.

    Zetha wrote:

    Hand: Blazing Servant, Elemental Skin (loot), Entice, Scrying, Blessing of Maat (loot), Blessing of Abadar,

    Displayed: Ahtez (Cohort), Cockroach Coat, Ghost Wolf,
    Deck: 10 Discard: 2 Buried: 3
    Current Location: Alchemical Laboratory
    Unused Hero Points: 2 // Zetha has the following scourges marked:
    Curse of Daybane:
    While Marked:
    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 all!"

    Curse of the Sphinx:
    While Marked:
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.

    If you already have the Curse of the Sphinx displayed, banish this card.

    "I watch over all! There is no escaping my gaze!"


    NOTES:
    Available Support: Staff, Elemental Skin and Blessing of Maat available.
    Other: Dice Re-Roll Used for 5A?: N

    Skills and Powers:
    SKILLS

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors
    POWERS: GLOOMWALKER Role Card
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ( or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ( or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
    When you play Ahtez for your combat check, add 1d6 ( 2d6).
    □ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
    □ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Cohort AHTEZ:
    Cohort
    Traits: Outsider, Eidolon, Arcane, Veteran
    Powers:
    Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
    While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.


    During This Adventure:

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
  • If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"

    During This Scenario:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Setup:
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.

    Additional Rules:

    Paracountess Zarta Dralneen (Displayed):

    Cohort
    Traits: Aristocrat Bard Human 
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    Scenario Level (#): 5

    Turn: 20, Aric/Gimry

    Random Cards:

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

    Spoiler:
    Graven Guardian of Set
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

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

    Spoiler:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Spoiler:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Barriers
    Spoiler:
    Holy Word Trap
    MM
    Barrier 5
    Traits:
    Trigger
    Trap
    Magic
    Divine
    To Defeat:
    Wisdom
    Divine 11
    OR Intelligence
    Perception 13
    When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

    Spoiler:
    Sky Pharaoh's Curse
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Arcane 15
    OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

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

    Spoiler:
    Tar Tomb
    MM
    Barrier 5
    Traits:
    Obstacle
    Magic
    Acid
    Fire
    To Defeat:
    Strength
    Dexterity 14
    OR Intelligence
    Disable 13
    If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

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


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

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Spoiler:
    Spellsword +2
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

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

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

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

    Spoiler:
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Dune of Doom
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    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 15 check to recharge this card instead of discarding it.

    Spoiler:
    Dune of Doom
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    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 15 check to recharge this card instead of discarding it.

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

    Armors
    Spoiler:
    Day Star Half-Plate
    MM
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Divine 10
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

    Spoiler:
    Parade Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

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

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

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

    Items
    Spoiler:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    On your combat check, recharge this card to add 1d4 and the Poison check.

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

    Spoiler:
    Pakesket
    MM
    Ally 5
    Traits:
    Animal
    Phoenix
    Fire
    To Acquire:
    Charisma
    Diplomacy 8
    THEN Charisma
    Diplomacy 12
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
    Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

    Spoiler:
    Druid of the Storm
    MM
    Ally 2
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Divine 7
    OR Charisma
    Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

    Spoiler:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    Spoiler:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
    Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.

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

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

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

    Spoiler:
    Blessing of Pharasma
    MM
    Blessing C
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

    Current Hour:

    Blessing of the Lady of Graves:
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Hours Remaining: 10

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Kasmir/Bigguyinblack
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 3 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 3 Zetha/WilderRedbeard
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Aric/Gimry:
    Spoiler:
    Hourglass Card 4 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Kasmir/Bigguyinblack
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 6 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 7 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 7 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 8 Aric/Gimry:
    Spoiler:
    Hourglass Card 8 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Location #1: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 5 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/WilderRedbeard, None

    Alchemical Laboratory Card 1:
    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.
    Alchemical Laboratory Card 2:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
    Alchemical Laboratory Card 3:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.
    Alchemical Laboratory Card 4:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Alchemical Laboratory Card 5:
    Staff of Revelations
    MM
    Item 3
    Traits:
    Staff
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
    At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
    Alchemical Laboratory Card 6:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
    Alchemical Laboratory Card 7:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Alchemical Laboratory Card 8:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Alchemical Laboratory Card 9:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Alchemical Laboratory Card 10:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

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

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

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Aric/Gimry, NokNok/Matsu_Kurisu, Bird Feather Tokens (Displayed)

    Warehouse Card 1:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.
    Warehouse Card 2:
    Ghost Battling Ring
    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Warehouse Card 3:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
    Warehouse Card 4:
    Wyvern Poison
    MM
    Item 5
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.
    Warehouse Card 5:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.
    Warehouse Card 6:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 7:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Location #5: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 2:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Stonework Passages Card 3:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Stonework Passages Card 4:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Stonework Passages Card 5:
    Detonate
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
    Stonework Passages Card 6:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Stonework Passages Card 7:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Stonework Passages Card 8:
    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.
    Stonework Passages Card 9:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Stonework Passages Card 10:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Stonework Passages Card 11:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

    Location #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:
    Lightning Storm (displayed):

    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.

    Vault of Hidden Wisdom Card 1:
    Wand of Scorching Ray
    MM
    Item 3
    Traits:
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, bury this card to roll 4d6.
    After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
    Vault of Hidden Wisdom Card 2:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.
    Vault of Hidden Wisdom Card 3:
    Cenovath Swarm
    MM
    Monster 5
    Traits:
    Vermin
    Swarm
    Poison
    To Defeat:
    Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
    Vault of Hidden Wisdom Card 4:
    Icy Prison
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Vault of Hidden Wisdom Card 5:
    Scarab Sand
    MM
    Item 3
    Traits:
    Object
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft
    Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
    Vault of Hidden Wisdom Card 6:
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.
    Vault of Hidden Wisdom Card 7:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
    Vault of Hidden Wisdom Card 8:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Location #7: Great Library of Tephu
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kasmir/Bigguyinblack,


  • Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of the Lady of Graves
    Hour Power:No effect.
    Location: Warehouse
    Location Power:At the end of your turn, you may recharge any number of items and weapons.
    Scenario Powers:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    End of Move Examine - Elder Ifreeti
    After Examine: Stay as Red Raven

    Elder Ifreeti:

    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

    Combat 19: 1d10 + 7 + 1d8 + 1d10 ⇒ (10) + 7 + (3) + (9) = 29

    Roll Details:

    Combat(Melee) - 1d10+7
    Scorpion Whip - 1d8
    Blessed - 1d10

    Use Zetha's Abadar to bless

    Discard Wayfinder to move and examine top 2

    Move to Stonework passages
    Card 1 - Killing Box
    Card 2 - Symbol of Fear (TRIGGER)

    Attempt to Evade
    Perception 8: 1d8 + 3 ⇒ (8) + 3 = 11

    Roll Details:

    Perception - 1d8+3

    Evade Symbol and shuffle the deck

    End of Turn Examine - Deck Shuffled
    Random Card: 1d11 ⇒ 5

    Card 5 = Detonate

    After Examine: Switch to Aric

    Fevered Dreams: 1d4 + 1 ⇒ (2) + 1 = 3

    "

    Aric wrote:

    Hand: Effigy of Anubis, Jelani, Maftet Hunter,

    Displayed:
    Current Location: Stonework Passages
    Kit: Elyana, Thieves' Tools, Neferekhu,
    Aric has the following scourges marked:
    Curse of Fevered Dreams:
    While Marked:
    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.

    Deck: 18 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-5A? Y
    Hero Points: 6
    Used: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Midnight Lord, Shadowless Sword, Scribe, Spyglass, Sawtooth Sabre +2, Vizier, Vreva Jhafae
    Recharged: Shadowless Sword (1), Red Leathers, Lockpick Shield, Quick-Change Mask, Wayfinder, Blessing of Zon-Kuthon, Doc (Forensic Physician), Scorpion Whip, Hypnotist's Locket, Reta Bigbad, Billy (Evangelist),
    Discard Pile: Blessing of the Vaultmaster,
    Buried Pile:

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

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

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

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard an Accessory or Clothing card or an armor to add 1d8.

    "

    End of Turn Summary
    Banish Card 1 of Warehouse
    Use Zetha's Abadar to bless
    Shuffled Stonework Passages (Card 5 is on top)


  • deck handler

    Blessing of Anubis in effect. Discard Mistform to draw Mass Cure.

    Move to Vault of Hidden Wisdom.

    Vault of Hidden Wisdom Card 1: Wand of Scorching Ray:

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

    arcane 8 revealing Blessing of Wadjet: 1d10 + 1d4 + 6 ⇒ (10) + (3) + 6 = 19

    Display Wand of Scorching Ray by location. Discard The Midwife to explore.

    Vault of Hidden Wisdom Card 2: Pharaoh's Altar:

    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.

    craft 14: 1d10 + 6 ⇒ (10) + 6 = 16

    Will pick item 5. to draw. None available in random. Auto succeed at Knowledge 7 to explore again.

    Vault of Hidden Wisdom Card 3: Cenovath Swarm:

    MM
    Monster 5
    Traits:
    Vermin
    Swarm
    Poison
    To Defeat:
    Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.

    BYA bury a random ally 1. Stained Glass Elemental, 2. Salvator Scream: 1d2 ⇒ 2

    Ow. Bury Salvator Scream. Discard Fly (Core), Blessing of Wadjet, Stained Glass Elemental, and Blessing of the Savored Sting for damage.

    combat 18 displaying Chain Lightning: 1d10 + 3d6 + 6 ⇒ (6) + (6, 4, 3) + 6 = 25

    Auto succeed at the knowledge 7 check to free explore.

    Vault of Hidden Wisdom Card 4: Icy Prison:

    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    arcane 12: 1d10 + 6 ⇒ (9) + 6 = 15

    use Daji discarding Icy Prison to heal spells: 1d4 + 1 ⇒ (4) + 1 = 5

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Chain Lightning (Core): Arcane 13: 1d10 + 6 ⇒ (6) + 6 = 12 -> Chain Lightning (Core) discarded.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Mass Cure, Random item #, Frost Ray (Core), Eruption, Lightning Bolt (Core), The Marriage, Blessing of the Lady of Graves, Death's Touch (Core),

    Displayed: Daji, Ausetitha,
    Deck: 10 Discard: 7 Buried: 4
    "Current Location: Vault of Hidden Wisdom
    Hero Points: 7"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

    The Marriage: On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using.

    Blessing of the Lady of Graves: Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chain Lightning, Icy Prison, Blessing of Thoth, Mistform, Major Cure, Fly (Core), Acid Burst, Mythopoeic Sphinx, Whip of Centipedes, Game of Afterlife
    Recharged:
    Discard Pile: Nightspear, The Foreign Trader, The Midwife, Blessing of Wadjet, Stained Glass Elemental, Blessing of the Savored Sting, Chain Lightning (Core),
    Buried Pile: Golden Serpent Armband, Fate-reader Lenses, Ring of Protection (Core), Salvator Scream,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

    "Knowledge Intelligence +2"
    Perception Wisdom +2
    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.

    Vault of Hidden Wisdom Card 1 acquired and displayed next to location, cards 2 and 3 banished, card 4 acquired.

    Random tier 5 item acquired.

    Dark Archive

    Deck handler link

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

    Out of turn updates
    correction to last turn. Forgot to draw a card from Graven Goods
    Item I1: Jet of Anubis, Item 4
    Correct hand (lt Blessing of Maat) shuffled back into deck

    Hour = 2 NokNok/Matsu_Kurisu: Blessing of Ra

    Start of Turn
    At: Warehouse : M:3 B:2 W:0

    Give: No
    Move: No

    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.

    Free explore = Warehouse Card 2: Ghost Battling Ring, Item B: Knowledge 8

    Spoiler:
    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.

    Knowledge 1d4, (#Monsters+1d4) +3+1d4, discard The Crow +2d4
    Knowledge 8: 1d4 + 3 + 1d4 + 2d4 ⇒ (4) + 3 + (2) + (2, 3) = 14 Acquired. difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait
    Draw random item, Zetha banishes a Scourge

    Location #4: Warehouse
    When Closing: Disable 9(4+5)
    Disable 1d10+0+2, (#Monsters+1d4) +3+1d4,
    Disable 9: 1d10 + 0 + 2 + 3 + 1d4 ⇒ (1) + 0 + 2 + 3 + (4) = 10 Success
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    Pausing turn. Need random Item


    No Item 5's left in the Vault, so Kasmir needs to make a different choice.

    Nok's item obtained from the Adventure rule:

    Jet of Anubis:

    MM Item 4
    Traits: Object Magic Anubis
    To Acquire: Charisma Diplomacy Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead. On your combat check, recharge this card to add 1d4 and the Poison check.

    Nok-Nok successfully closes the location if they bury the displayed Bird Feather Tokens along with the Ghost Battling Ring and Jet of Anubis that they picked up this turn. Assuming that happened, they can draw a random card for the WPC effect from the randoms with this update.

    ==============================

    During This Adventure:

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
  • If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"

    During This Scenario:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Setup:
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.

    Additional Rules:

    Paracountess Zarta Dralneen (Displayed):

    Cohort
    Traits: Aristocrat Bard Human 
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    Scenario Level (#): 5

    Turn: 22, NokNok/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Spoiler:
    Giant Mummified Crocodile
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Giant Mummified Crocodile is immune to the Mental and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, bury your discard pile and shuffle this card into a random open location deck.

    Spoiler:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.

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

    Spoiler:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

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

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

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

    Spoiler:
    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

    Spoiler:
    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.

    Weapons
    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Spoiler:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move. You may not use this power during an encounter.

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

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

    Spoiler:
    Flaming Ranseur +3
    MM
    Weapon 5
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

    Spells
    Spoiler:
    Jolting Portent
    MM
    Spell 5
    Traits:
    Magic
    Divine
    Attack
    Electricity
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    Smite Abomination
    MM
    Spell 4
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 10
    Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spoiler:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Day Star Half-Plate
    MM
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Divine 10
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

    Spoiler:
    Skyplate Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Craft
    Divine 12
    Reveal this card to reduce all damage dealt to you by 2.
    Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

    Spoiler:
    Quickdraw Shield
    MM
    Armor 5
    Traits:
    Shield
    Finesse
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Spoiler:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

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

    Items
    Allies
    Spoiler:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    Spoiler:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Spoiler:
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

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

    Spoiler:
    Druid of the Storm
    MM
    Ally 2
    Traits:
    Human
    Druid
    Veteran
    To Acquire:
    Divine 7
    OR Charisma
    Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

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

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

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

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

    Spoiler:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.

    Current Hour:

    Blessing of Ra:
    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.

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 6 Aric/Gimry:
    Spoiler:
    Hourglass Card 6 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Location #1: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 5 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/WilderRedbeard, None

    Alchemical Laboratory Card 1:
    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.
    Alchemical Laboratory Card 2:
    Ring of the Grasping Grave
    MM
    Item 3
    Traits:
    Accessory
    Magic
    Pharasma
    To Acquire:
    Arcane
    Divine
    Knowledge 12
    Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead.
    Alchemical Laboratory Card 3:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.
    Alchemical Laboratory Card 4:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
    Alchemical Laboratory Card 5:
    Staff of Revelations
    MM
    Item 3
    Traits:
    Staff
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
    At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
    Alchemical Laboratory Card 6:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
    Alchemical Laboratory Card 7:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Alchemical Laboratory Card 8:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Alchemical Laboratory Card 9:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Alchemical Laboratory Card 10:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

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

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

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: NokNok/Matsu_Kurisu, Bird Feather Tokens, Ghost Battling Ring (Displayed)

    Warehouse Card 1:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
    Warehouse Card 2:
    Wyvern Poison
    MM
    Item 5
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.
    Warehouse Card 3:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.
    Warehouse Card 4:
    Mummy Golem
    MM
    Monster 4
    Traits:
    Construct
    Golem
    Mummy
    To Defeat:
    Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Warehouse Card 5:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Location #5: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Aric/Gimry, Killing Box (reloaded), Symbol of Fear (shuffled)
    Stonework Passages Card 1 (Killing Box):
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Stonework Passages Card 2:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Stonework Passages Card 3:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Stonework Passages Card 4:
    Detonate
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
    Stonework Passages Card 5:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Stonework Passages Card 6:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Stonework Passages Card 7:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Stonework Passages Card 8:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Stonework Passages Card 9:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Stonework Passages Card 10:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Stonework Passages Card 11:
    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 #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kasmir/Bigguyinblack, Wand of Scorching Ray (displayed)

    Lightning Storm (displayed):

    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.

    Vault of Hidden Wisdom Card 1:
    Scarab Sand
    MM
    Item 3
    Traits:
    Object
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft
    Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
    Vault of Hidden Wisdom Card 2:
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.
    Vault of Hidden Wisdom Card 3:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
    Vault of Hidden Wisdom Card 4:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Location #7: Great Library of Tephu
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

  • Dark Archive

    Deck handler link

    Continuing turn. Need random Item

    Bury Bird Feather Tokens (Displayed), Ghost Battling Ring (Displayed), ac Jet of Anubis(Hand), Warehouse Closed
    Posting is buggy. No items available. Need random Item

    End of Turn
    Spell Ward Shield check
    Strength 1d8+3, (#Monsters) +3+1d4
    Strength 6: 1d8 + 3 + 3 + 1d4 ⇒ (5) + 3 + 3 + (3) = 14 Stay displayed

    Location EoT: Recharge( )

    Recovery

    Reset
    Recharge
    Discard
    Draw lt Blessing of Maat

    Summary
    Location = Warehouse : (Closed)
    Acquired = 2: Ghost Battling Ring
    Banished =
    Examined =

    Displayed =
    Added =

    From Box = Draw random item

    GIVE =

    USED =

    Other = Zetha banishes a Scourge

    "

    Nok-Nok wrote:

    Hand: Blackjack's Rapier, Shadowless Sword, lt Sun Falcon Pectoral, lt Blessing of Maat, ac Random Item,

    Displayed: Spell Ward Shield, Glamered Leather Armor,
    Deck: 10 Discard: 3 Buried: 2
    Hero Points: 8
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☑ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    - Stealth: Dexterity +3
    Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Disable: Constitution +0
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [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's Deck Handler

    Discard BoAbadar for Aric's check.
    Banish Curse of Daybane during Nok-Nok's turn.

    The hour of Nethys
    Draw two new monsters from the box: Elemental Arachnid (M4) & Giant Mummified Crocodile (M5).
    Remain at Alchemical Laboratory.

    Examine top card for Curse of the Mummy: Elder Ice Elemental. No boon so no problem.
    Explore:

    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.
    Send Entice to recovery to defeat Elder Ice Elemental. Place a new Ally on top of Alchemical Laboratory: Hearth Elemental (Al4).

    Send Scrying to recovery and name Item to examine the top 3 cards: Hearth Elemental (Al4), Ring of Grasping Grave (I3) & Cloud Elemental (Al5).
    Place Ring of Grasping Grave on top of the location and shuffle the remaining cards.

    End turn & attempt recovery, banishing both monsters in hand to use Stealth.
    Entice - Arcane 13: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (1) = 12 buried
    Scrying - Arcane 12: 1d10 + 6 + 1d4 ⇒ (8) + 6 + (4) = 18 recharged
    Reset hand.

    Zetha wrote:

    Hand: Blazing Servant, Elemental Skin (loot), Staff of Minor Healing (c), Metamorph, Blessing of Maat (loot), Blessing of Anubis,

    Displayed: Ahtez (Cohort), Cockroach Coat, Ghost Wolf,
    Deck: 8 Discard: 3 Buried: 4
    Current Location: Alchemical Laboratory
    Unused Hero Points: 2 // Zetha has the following scourges marked:
    Curse of the Sphinx:
    While Marked:
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.

    If you already have the Curse of the Sphinx displayed, banish this card.

    "I watch over all! There is no escaping my gaze!"


    NOTES:
    Available Support: Staff, Elemental Skin and Blessings available.
    Other: Dice Re-Roll Used for 5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Achaekek, Invisibility (c), Volcanic Storm (acq), Skull Ripper (M3), Slip
    Recharged: Bound Imp, Stone Skin, Scrying,
    Discard Pile: Mask of Stolen Mien, Dreamstalker, Blessing of Abadar,
    Buried Pile: Sunrod (acq), Chest of Keeping (acq), Ghost Battling Ring (acq), Entice,

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors
    POWERS: GLOOMWALKER Role Card
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ( or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ( or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
    When you play Ahtez for your combat check, add 1d6 ( 2d6).
    □ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
    □ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Cohort AHTEZ:
    Cohort
    Traits: Outsider, Eidolon, Arcane, Veteran
    Powers:
    Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
    While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.


    Aric Deck Handler

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

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Start of Turn: Stay as Aric
    Swap Jelani and Neferekhu

    Killing Box:

    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    Knowledge 13: 1d8 + 2 + 1d8 + 1d8 ⇒ (5) + 2 + (8) + (5) = 20

    Roll Details:

    Knowledge - 1d8+2
    Neferekhu - 1d8+1d8

    Diplomacy 8 is an Auto for Neferekhu

    Curse: 1d4 + 1 ⇒ (3) + 1 = 4

    "

    Aric wrote:

    Hand: Sawtooth Sabre +2, Spyglass, Vreva Jhafae, Vizier,

    Displayed:
    Current Location: Stonework Passages
    Kit: Elyana, Thieves' Tools, Jelani,
    Aric has the following scourges marked:
    Curse of Fevered Dreams:
    While Marked:
    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.

    Deck: 17 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-5A? Y
    Hero Points: 6
    Used: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Shadowless Sword (1), Red Leathers, Lockpick Shield, Quick-Change Mask, Wayfinder, Blessing of Zon-Kuthon, Doc (Forensic Physician), Scorpion Whip, Hypnotist's Locket, Reta Bigbad, Billy (Evangelist), Shadowless Sword, Effigy of Anubis, Maftet Hunter, Neferekhu, Scribe, Blessing of the Midnight Lord,
    Discard Pile: Blessing of the Vaultmaster,
    Buried Pile:

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

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

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

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ 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 Stonework Passages


  • deck handler

    Mass Cure myself during Aric's turn: 1d4 + 1 ⇒ (4) + 1 = 5

    Blessing of Wadjet in effect. Discard Frost Ray to draw Mass Cure from my discards.

    Lightning Storm: 1d4 ⇒ 3 Discard Jolting Portent, Lightning Bolt (Core) and Blessing of the Lady of Graves.

    Move to Alchemical Laboratory.

    Alchemical Laboratory Card 2: Ring of the Grasping Grave:

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

    knowledge 12: 1d10 + 6 ⇒ (10) + 6 = 16

    Display next to location. Discard The Marriage to explore.

    random card: 1d8 + 2 ⇒ (8) + 2 = 10

    Alchemical Laboratory Card 10: Deliquescent Gloves:

    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

    craft 8: 1d10 + 6 ⇒ (2) + 6 = 8

    Display next to location.

    use Daji discarding Death's Touch (Core) to heal spells: 1d4 + 1 ⇒ (2) + 1 = 3

    Mass Cure on Zetha: 1d4 + 1 ⇒ (3) + 1 = 4

    Mass Cure on myself: 1d4 + 1 ⇒ (2) + 1 = 3

    Kasmir wrote:

    Hand: Blessing of the Lady of Graves, Blessing of the Savored Sting, Chain Lightning (Core), Eruption, Whip of Centipedes, Fly (Core), Major Cure, Jolting Portent,

    Displayed: Daji, Ausetitha,
    Deck: 14 Discard: 3 Buried: 4
    "Current Location: Alchemical Laboratory
    Hero Points: 7"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

    Blessing of the Savored Sting: On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to the check.

    Blessing of the Lady of Graves: Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Icy Prison, Game of Afterlife, Mistform, Chain Lightning, Nightspear, Mythopoeic Sphinx, Blessing of Thoth, Lightning Bolt (Core), Stained Glass Elemental, The Midwife, Death's Touch (Core), Frost Ray (Core), Blessing of Wadjet, Acid Burst
    Recharged:
    Discard Pile: The Foreign Trader, The Marriage, Mass Cure,
    Buried Pile: Golden Serpent Armband, Fate-reader Lenses, Ring of Protection (Core), Salvator Scream,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

    "Knowledge Intelligence +2"
    Perception Wisdom +2
    Daji: Arcane: Intelligence +2
    Daji: Craft: Intelligence +2

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
    [x] At the start of your turn, you may discard a spell to draw a spell that has the Healing (☐ or Mental or Poison) trait from your discard pile.

    Alchemical Laboratory cards 2 and 10 displayed next to location.

    Zetha healed for 4.


    Lightning Storm's new location: 1d7 ⇒ 2 Guardian Vault

    During This Adventure:

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
  • If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"

    During This Scenario:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Setup:
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.

    Additional Rules:

    Paracountess Zarta Dralneen (Displayed):

    Cohort
    Traits: Aristocrat Bard Human 
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    Scenario Level (#): 5

    Turn: 26, NokNok/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Hanshepsu
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.

    Spoiler:
    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
    Before you act, you are dealt 1d4 Poison damage.

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

    Spoiler:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Spoiler:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.

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

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

    Spoiler:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.

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

    Spoiler:
    Sky Pharaoh's Curse
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Arcane 15
    OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

    Weapons
    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Spoiler:
    Spellsword +2
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

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

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

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Spells
    Spoiler:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spoiler:
    Monstrous Physique
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 13
    Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

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

    Spoiler:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Dune of Doom
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    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 15 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Parade Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

    Spoiler:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

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

    Spoiler:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Items
    Spoiler:
    Wyvern Poison
    MM
    Item 5
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

    Spoiler:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.

    Allies
    Spoiler:
    The Viper
    MM
    Ally 3
    Traits:
    Human
    Rogue
    Aspis
    To Acquire:
    Charisma
    Diplomacy 9
    Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
    Discard this card to explore your location.

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

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

    Spoiler:
    Pakesket
    MM
    Ally 5
    Traits:
    Animal
    Phoenix
    Fire
    To Acquire:
    Charisma
    Diplomacy 8
    THEN Charisma
    Diplomacy 12
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
    Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

    Spoiler:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    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.

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 4

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Blessing of 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.

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

    Alchemical Laboratory Card 1:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
    Alchemical Laboratory Card 2:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Alchemical Laboratory Card 3:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.
    Alchemical Laboratory Card 4:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Alchemical Laboratory Card 5:
    Staff of Revelations
    MM
    Item 3
    Traits:
    Staff
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
    At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
    Alchemical Laboratory Card 6:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Alchemical Laboratory Card 7:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
    Alchemical Laboratory Card 8:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

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

    Lightning Storm (displayed):

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

    Location #4: Warehouse
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: NokNok/Matsu_Kurisu,

    Location #5: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Aric/Gimry, Symbol of Fear (shuffled)

    Stonework Passages Card 1:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Stonework Passages Card 2:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Stonework Passages Card 3:
    Detonate
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
    Stonework Passages Card 4:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Stonework Passages Card 5:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Stonework Passages Card 6:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Stonework Passages Card 7:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Stonework Passages Card 8:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Stonework Passages Card 9:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Stonework Passages Card 10:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #6: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Wand of Scorching Ray (displayed)
    Vault of Hidden Wisdom Card 1:
    Scarab Sand
    MM
    Item 3
    Traits:
    Object
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft
    Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.
    Vault of Hidden Wisdom Card 2:
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.
    Vault of Hidden Wisdom Card 3:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.
    Vault of Hidden Wisdom Card 4:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Location #7: Great Library of Tephu
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

  • Dark Archive

    Deck handler link

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

    Out of turn updates
    correction to last turn. Random Item is Black Marsh Spider Venom, Item 2

    Hour = 26 NokNok/Matsu_Kurisu: Blessing of the Elements

    Start of Turn
    At: Warehouse : M:3 B:2 W:0

    Give: No
    Move: VAULT OF HIDDEN WISDOM: M:1 B:3 W:1

    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.

    Free explore = Vault of Hidden Wisdom Card 1: Scarab Sand, Item 3: Intelligence 9

    Spoiler:
    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.

    Intelligence 1d4, (#Monsters+1d4) +1+1d4,
    Intelligence 9: 1d4 + 1 + 1d4 ⇒ (4) + 1 + (2) = 7 Recharge lt Blessing of Maat. Acquired.

    Location #6: Vault of Hidden Wisdom
    When Closing: Summon and defeat a random barrier.
    B1: Insanity Mist, Barrier 3: NONE

    Spoiler:
    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.

    Ouch. Unable to defeat, location is not closed :-(
    Display B1: Insanity Mist @ #6: Vault of Hidden Wisdom

    Recharge lt Sun Falcon Pectoral explore = Vault of Hidden Wisdom Card 2: Cenovath, Item 5: Intelligence 14

    Spoiler:
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.

    Intelligence 1d4, (#Monsters+1d4) +1+1d4, Kasmir discards Blessing of the Savored Sting: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (4) + (2) + (8) + (8) = 22 +8
    Intelligence 14: 1d4 + 1 + 1d4 + 8 ⇒ (1) + 1 + (4) + 8 = 14 SUCCESS! Acquired

    Location #6: Vault of Hidden Wisdom
    When Closing: Summon and defeat a random barrier.
    B2: Toxic Geyser, Barrier B: Dexterity 15(5+5+5)

    Spoiler:
    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.

    Ouch. Unable to defeat, location is not closed :-(

    Pausing turn for decision

    Dark Archive

    Deck handler link

    Continuing turn for decision
    When Closing: Summon and defeat a random barrier.
    B2: Toxic Geyser, Barrier B: Dexterity 15(5+5+5)

    Spoiler:
    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 1d8, (#Barriers+1) +4, Zetha discards Blessing of Anubis +1d8
    Dexterity 15: 1d8 + 4 + 1d8 ⇒ (6) + 4 + (2) = 12 Use Paizo reroll
    Dexterity 15: 6 + 4 + 1d8 ⇒ 6 + 4 + (8) = 18 Banished

    Bury Wand of Scorching Ray (displayed), ac Black Marsh Spider Venom(Hand), ac Scarab Sand(hand) #6: Vault of Hidden Wisdom Closed

    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    Knowledge 1d4, (#monsters +1d4) +1+1d4
    Knowledge 7: 1d4 + 1 + 1d4 ⇒ (3) + 1 + (3) = 7 Success. Recharging(Master of Masters)

    End of Turn
    Spell Ward Shield check
    Strength 1d8+3, (#Monsters) +3+1d4
    Strength 6: 1d8 + 3 + 3 + 1d4 ⇒ (7) + 3 + 3 + (3) = 16 Stay displayed

    Recovery

    Reset
    Recharge
    Discard Blackjack's Rapier
    Draw Evangelist, ka Axe of the Imperative, Harrow Deck

    Summary
    Location = Vault of Hidden Wisdom : (CLOSED )
    Acquired = 1: Scarab Sand, Vault of Hidden Wisdom Card 2: Cenovath
    Banished =
    Examined =

    Displayed = Display B1: Insanity Mist @ #6: Vault of Hidden Wisdom
    Added =

    From Box = B1: Insanity Mist, B2: Toxic Geyser,

    GIVE =

    USED = Kasmir discards Blessing of the Savored Sting, Zetha discards Blessing of Anubis, Paizo reroll

    Other =

    "

    Nok-Nok wrote:

    Hand: Shadowless Sword, ka Axe of the Imperative, ac Cenovath, Harrow Deck, Evangelist,

    Displayed: Spell Ward Shield, Glamered Leather Armor,
    Deck: 10 Discard: 3 Buried: 4
    Hero Points: 8
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

    Strength d8 ☑ +1 ☑ +2 ☑ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    - Stealth: Dexterity +3
    Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Disable: Constitution +0
    - Fortitude: Constitution +2
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Charisma d8 ☐ +1 ☐ +2 ☐ +3

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2(~4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [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: USED
    Paizo Mat Discard: AVAILABLE

    "


    During This Adventure:

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor.
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge.
  • If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    Deck handler

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"

    During This Scenario:

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Setup:
    After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.

    Additional Rules:

    Paracountess Zarta Dralneen (Displayed):

    Cohort
    Traits: Aristocrat Bard Human 
    While displayed, any character may recharge a card to add 1d6 to his check. While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.

    Scenario Level (#): 5

    Turn: 27, Zetha/WilderRedbeard

    Random Cards:

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

    Spoiler:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.

    Spoiler:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

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

    Spoiler:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

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

    Spoiler:
    Steel Scorpion
    MM
    Barrier 4
    Traits:
    Trap
    Lock
    Poison
    To Defeat:
    Dexterity
    Disable
    Stealth 10
    OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.

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

    Spoiler:
    Shocking Chest
    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.

    Spoiler:
    Tar Tomb
    MM
    Barrier 5
    Traits:
    Obstacle
    Magic
    Acid
    Fire
    To Defeat:
    Strength
    Dexterity 14
    OR Intelligence
    Disable 13
    If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Weapons
    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Spoiler:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Spoiler:
    Galvanic Kopis +2
    MM
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

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

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

    Spells
    Spoiler:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Smite Abomination
    MM
    Spell 4
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 10
    Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spoiler:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Armors
    Spoiler:
    Day Star Half-Plate
    MM
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Divine 10
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

    Spoiler:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Skyplate Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Craft
    Divine 12
    Reveal this card to reduce all damage dealt to you by 2.
    Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

    Spoiler:
    Aegis of Recovery
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 12
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Spoiler:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

    Items
    Spoiler:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.

    Spoiler:
    Wyvern Poison
    MM
    Item 5
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

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

    Spoiler:
    Pakesket
    MM
    Ally 5
    Traits:
    Animal
    Phoenix
    Fire
    To Acquire:
    Charisma
    Diplomacy 8
    THEN Charisma
    Diplomacy 12
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
    Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

    Spoiler:
    Pyromaniac Mage
    MM
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane
    Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

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

    Spoiler:
    Sand Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 3

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/Gimry:
    Spoiler:
    Hourglass Card 1 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 NokNok/Matsu_Kurisu
    Blessing of 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.

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

    Alchemical Laboratory Card 1:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
    Alchemical Laboratory Card 2:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Alchemical Laboratory Card 3:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.
    Alchemical Laboratory Card 4:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Alchemical Laboratory Card 5:
    Staff of Revelations
    MM
    Item 3
    Traits:
    Staff
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 10
    Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
    At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
    Alchemical Laboratory Card 6:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
    Alchemical Laboratory Card 7:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
    Alchemical Laboratory Card 8:
    Pure Holy Water
    MM
    Item 5
    Traits:
    Liquid
    Magic
    Divine
    To Acquire:
    Wisdom
    Craft
    Divine 12
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

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

    Lightning Storm (displayed):

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

    Location #4: Warehouse
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #5: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: Aric/Gimry, Symbol of Fear (shuffled)

    Stonework Passages Card 1:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Stonework Passages Card 2:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Stonework Passages Card 3:
    Detonate
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Attack
    To Acquire:
    Intelligence
    Arcane 10
    For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.
    Stonework Passages Card 4:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Stonework Passages Card 5:
    Bloodroot Poison
    MM
    Item 3
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 9
    If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
    Stonework Passages Card 6:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Stonework Passages Card 7:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Stonework Passages Card 8:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.
    Stonework Passages Card 9:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
    Stonework Passages Card 10:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #6: Vault of Hidden Wisdom
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: NokNok/Matsu_Kurisu,

    Insanity Mist:

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

    Location #7: Great Library of Tephu
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


  • Zetha's Deck Handler

    Healed for 4 which is all discarded cards. (Thanks, BGiB!)
    Discard BoAnubis for Nok-Nok's check.

    The hour of the Ancients
    Draw two new monsters from the box: Burning Child (M3) & Desert Trapper (M0).
    Give Elemental Skin to Kasmir.
    Remain at Alchemical Laboratory.

    Before exploring, examine top card of location for Curse of the Sphinx: Hearth Elemental (Al4)
    Shuffle hand into deck, reset hand, then discard a card (Volcanic Storm ).

    Zetha wrote:

    Hand: Invisibility (c), Stone Skin, Scrying, Blessing of Achaekek, Skull Ripper (M3),

    Displayed: Ahtez (Cohort), Cockroach Coat, Ghost Wolf,
    Deck: 11 Discard: 2 Buried: 4
    Current Location: Alchemical Laboratory
    Unused Hero Points: 2 // Zetha has the following scourges marked:
    Curse of the Sphinx:
    While Marked:
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.

    If you already have the Curse of the Sphinx displayed, banish this card.

    "I watch over all! There is no escaping my gaze!"


    NOTES:
    Other: Dice Re-Roll Used for 5A?: N

    Explore:

    Hearth Elemental:
    MM

    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
    Doesn't allow me to explore so auto-fail and banish.

    Send Scrying to recovery and name Item to examine the top 3 cards:
    Card 1 - Void Glyph (Ba1 - TRIGGER), banish Skull Ripper to use Stealth
    Trigger Wisdom (Stealth) 8+#=13: 1d10 + 6 + 1d4 ⇒ (3) + 6 + (1) = 10 Hero Point re-roll
    Trigger Wisdom (Stealth) 8+#=13: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19 success
    Continue examining:
    Card 2 - Cloud Elemental (Al5)
    Card 3 - The Evil Eye (Ba0 - TRIGGER), suffer a scourge then banish
    Scourge: 1d8 + 1 ⇒ (1) + 1 = 2 Curse of Poisoning displayed
    Alchemical Laboratory shuffled.

    Discard BoAchaekek to explore random top card: 1 + 1d7 ⇒ 1 + (3) = 4

    The Evil Eye:
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Arcane 6+##=16: 1d10 + 4 ⇒ (7) + 4 = 11 failed
    Suffer Scourge: 1d8 + 1 ⇒ (7) + 1 = 8 Curse of Sphinx already displayed, banish
    Alchemical Laboratory shuffled.

    End turn. Attempt recovery:
    Scrying - Arcane 12: 1d10 + 4 ⇒ (3) + 4 = 7 discarded
    Discard Invisibility & reset hand.

    Zetha wrote:

    Hand: Stone Skin, Mask of Stolen Mien, Dreamstalker, Bound Imp, Slip, Blessing of Abadar,

    Displayed: Ahtez (Cohort), Cockroach Coat, Ghost Wolf,
    Deck: 6 Discard: 5 Buried: 4
    Current Location: Alchemical Laboratory
    Unused Hero Points: 1 // Zetha has the following scourges marked:
    Curse of Poisoning:
    While Marked:
    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!"

    Curse of the Sphinx:
    While Marked:
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.

    If you already have the Curse of the Sphinx displayed, banish this card.

    "I watch over all! There is no escaping my gaze!"


    NOTES:
    Other: Dice Re-Roll Used for 5A?: N

    Recharge a random card for Curse of Poisoning: Mask of Stolen Mien. Display Bound Imp to draw 2 cards: .

    Zetha wrote:

    Hand: Stone Skin, Dreamstalker, Slip, Metamorph, Blessing of Abadar, Blessing of Maat (loot),

    Displayed: Ahtez (Cohort), Cockroach Coat, Ghost Wolf, Bound Imp,
    Deck: 5 Discard: 5 Buried: 4
    Current Location: Alchemical Laboratory
    Unused Hero Points: 1 // Zetha has the following scourges marked:
    Curse of Poisoning:
    While Marked:
    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!"

    Curse of the Sphinx:
    While Marked:
    While displayed, before you explore, examine the top card of your location deck; if it is a boon, recharge your hand, then reset your hand, then discard a card.

    If you already have the Curse of the Sphinx displayed, banish this card.

    "I watch over all! There is no escaping my gaze!"


    NOTES:
    Available Support: Stone Skin & Blessings available.
    Other: Dice Re-Roll Used for 5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Staff of Minor Healing (c), Blazing Servant, Burning Child (M3), Desert Trapper (M0), Mask of Stolen Mien,
    Discard Pile: Blessing of Anubis, Volcanic Storm (acq), Blessing of Achaekek, Scrying, Invisibility (c),
    Buried Pile: Sunrod (acq), Chest of Keeping (acq), Ghost Battling Ring (acq), Entice,

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

    Favored Card Type: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armors
    POWERS: GLOOMWALKER Role Card
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ( or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ( or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier) (□ or immediately after evading an encounter, to explore your location).
    When you play Ahtez for your combat check, add 1d6 ( 2d6).
    □ When you evade an encounter, you may put it under the top card of your location deck (□ and you may examine the top card of your location deck).
    □ For your combat check (□ or your check to defeat a barrier that has the Skirmish trait), you may banish a monster to use the monster's highest difficulty to defeat as the result of your check. Characters may not play other cards or use powers on this check.

    Cohort AHTEZ:
    Cohort
    Traits: Outsider, Eidolon, Arcane, Veteran
    Powers:
    Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
    While displayed, when you are dealt damage, you may banish a monster to reduce the damage dealt to you by 2 plus the monster's adventure deck number.

    Turn Summary:
    Gave Elemental Skin to Kasmir
    Banish Alchemical Laboratory Card 1
    Location shuffled.


    Aric Deck Handler

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

  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.

    Start of Turn: Switch to Red Raven

    Move to Alchemical Lab, we can leave the Stonework Passages open
    Also, note that Cards 1 and 4 were banished from the Labs (Evil Eye was banished (Card 4))

    Random card: 1d6 ⇒ 2 (2,3,5,6,7,8)

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

    Cloud Elemental:

    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.

    Auto Fail this

    Reload/Recharge Vreva Jhafae to examine/explore
    Random card: 1d5 ⇒ 4 (2,5,6,7,8)

    Evocation Staff:

    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.

    Elect not to explore
    There are two items displayed at the location, and this would a difficult check for me, so just going to leave it there. Kasmir should have a good shot at the item and the close

    Curse: 1d4 + 1 ⇒ (4) + 1 = 5

    "

    Aric wrote:

    Hand: Shadowless Sword (1), Red Leathers, Lockpick Shield, Quick-Change Mask, Wayfinder,

    Displayed:
    Current Location: Alchemical Laboratory
    Kit: Elyana, Thieves' Tools, Jelani,
    Aric has the following scourges marked:
    Curse of Fevered Dreams:
    While Marked:
    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.

    Deck: 16 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-5A? Y
    Hero Points: 6
    Used: 1

    Deck, Discard, Buried:

    Reloaded: Vizier,
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of Zon-Kuthon, Doc (Forensic Physician), Scorpion Whip, Hypnotist's Locket, Reta Bigbad, Billy (Evangelist), Shadowless Sword, Effigy of Anubis, Maftet Hunter, Neferekhu, Scribe, Blessing of the Midnight Lord, Sawtooth Sabre +2, Spyglass, Vreva Jhafae,
    Discard Pile: Blessing of the Vaultmaster,
    Buried Pile:

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

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

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

    Favored Card: None
    Hand Size: 6 ☐ 7
    Proficiencies:
    Light Armor, Weapons
    POWERS:
    At the start of your turn (☑ or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step (☑ or turn), you may examine the top card of your location deck. (☑ If it is a monster, you may encounter it.)
    ☑ On your combat check, you may discard an Accessory or Clothing card or an armor to add 1d8.

    "

    End of Turn Summary
    Banished Card 3 from Alchemical Laboratory
    Card 7 is now on top of Alchemical Laboratory

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