[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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Deck handler link

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

Out of turn updates

Hour = 3 NokNok/Matsu_Kurisu: Blessing of the Elements

Start of Turn
At: DILAPIDATED PLAZA: M:2 B:3 W:1

Give: No
Move: No

At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.

Free explore = 1: Crocodile Skin Shield, Armor C: Fortitude 4

Spoiler:
Traits:
Shield
Offhand
Basic
To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.

Fortitude 4: 1d10 + 1 + 2 ⇒ (8) + 1 + 2 = 11 Acquired

Discard Blessing of the Spy, explore +1d = 2: Poison Blade Trap, Barrier B: Disable 7

Spoiler:
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at your location is dealt 1d4 Poison damage.

Disable 1d10+1+0, (#Barriers+1) +4, Blessing of the Spy +1d10
Disable 7: 1d10 + 1 + 0 + 4 + 1d10 ⇒ (5) + 1 + 0 + 4 + (6) = 16 Banished

End of Turn

Recovery

Reset
Discard ac Crocodile Skin Shield
Draw Mouse, Dagger
Poisoning: 1d5 ⇒ 5 (Dagger)

Summary
Location = DILAPIDATED PLAZA: (3-6)
Acquired = 1: Crocodile Skin Shield
Banished = 2: Poison Blade Trap
Examined =
Added =

Displayed =

Added =

Displayed =

From Box =

Give =
Used =

Other =

"

Nok-Nok wrote:

Hand: Captain's Cutlass, Elven Curve Blade, lt Akhentepi's Armor, Mouse,

Displayed:
Deck: 10 Discard: 5 Buried: 1
Hero Points: 2 // Nok-Nok has the following scourges marked:
Curse of Poisoning:
While displayed, after you reset your hand, recharge a random card.

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 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, add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.

Paizo Reroll: USED
Paizo Mat Discard: AVAILABLE

"


Zetha's Deck Handler

Off turn:During Kasmir's turn, display Eloquence, send Black Spot to recovery and discard BoPharasma.
Black Spot - Arcane 6: 1d10 + 3 ⇒ (3) + 3 = 6 recharged
Eloquence - Arcane 8: 1d10 + 3 ⇒ (6) + 3 = 9 recharged

Start of turn: The hour of Pharasma
Draw two new monsters from the box: Emperor Cobra (M0) & Bonecrusher Chieftain (M2).
Move to Hall of Blessed Rebirth.

Explore:

Ghost Scorpion:
MM
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Ahtez attacks!
Combat 9: 1d10 + 4 + 2 ⇒ (6) + 4 + 2 = 12 defeated

Discard BotSpy to explore:

Alchemical Gas:
MM
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to your location.
While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Banish Emporer Cobra to use Stealth, BotSpy blesses.
Intelligence (Stealth) 7: 2d10 + 4 ⇒ (1, 5) + 4 = 10 defeated

End turn & reset hand.

Zetha wrote:

Hand: Stone Skin, Staff of Minor Healing, Cockroach Coat, Bound Imp, Slip, Disable Mechanism (loot),

Displayed: Ahtez (Cohort),
Deck: 6 Discard: 8 Buried: 1
Current Location: Hall of Blessed Rebirth
Unused Hero Points: 0 // Zetha has the following scourges marked:
Curse of Vulnerability:
While Marked:
While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

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

"O, wretches! You stand helpless before me!"


NOTES:
Available Support: Stone Skin & Disable Mechanism available.
Other: Dice Re-Roll Used for 2D?: N

At the start of Aric's turn, display Bound Imp to draw 2 cards: Remove Curse & Mahga Threefingers.

Display Cockroach Coat.
Recharge Remove Curse to remove Nok-Nok's Curse of Poisoning.
Recharge Staff of Minor Healing to heal a card: Blessing of Abadar.
Bound Imp - Arcane 8: 1d10 + 3 ⇒ (4) + 3 = 7 Recharge Mahga Threefingers to add 3, recharged
Zetha wrote:

Hand: Stone Skin, Slip, Disable Mechanism (loot),

Displayed: Ahtez (Cohort), Cockroach Coat,
Deck: 9 Discard: 7 Buried: 1
Current Location: Hall of Blessed Rebirth
Unused Hero Points: 0 // Zetha has the following scourges marked:
Curse of Vulnerability:
While Marked:
While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

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

"O, wretches! You stand helpless before me!"


NOTES:
Available Support: Stone Skin & Disable Mechanism available.
Other: Dice Re-Roll Used for 2D?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Remove Curse (tr), Blessing of Abadar, Black Spot, Eloquence, Good Omen (c), Staff of Minor Healing, Acute Senses (acq)
Recharged: Mahga Threefingers (acq), Bound Imp,
Discard Pile: Blessing of the Gods, Embalmer (acq), Dhabba (acq), Bal Themm (acq), Invisibility (c), Blessing of Pharasma, Blessing of the Spy,
Buried Pile: Bound Magma Spirit,

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:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster ([X2] or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X1] or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).

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 Bastet
Hour Power:No effect.
Location: Smoking Den
Location Power:At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location deck.
Adventure Powers:

  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
    Scenario Powers:
  • When you fail a check to acquire an ally, suffer a scourge.
  • When you defeat the henchman Lurking Spy, you may attempt to close the location it came from.
  • To win the scenario, close all locations.

    Start of Turn: Switch to Red Raven
    End of Move Examine - Blessing of Horus
    After Examine: Stay as Red Raven

    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.

    Dexterity 7: 1d10 + 2 + 1 ⇒ (6) + 2 + 1 = 9

    Roll Details:

    Dexterity - 1d10+2
    Marianix Karn - 1

    Discard Horus to explore again

    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.

    Ooof. The Red Raven doesn't play well with others... Auto Fail this
    Scourge: 1d6 ⇒ 2 - Poisoning

    End of Turn Examine - Lurking Spy
    Encounter, but don't suffer curse, but I'm already cursed, so.....

    Lurking Spy:

    None
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth
    Perception 8
    The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
    When you examine this card, encounter it and ignore its before you act power.
    Before you act, suffer the scourge Curse of Poisoning.

    After Examine: Switch to Aric
    Needing to acquire a diplomacy ally to close isn't great for the Red Raven, so hopefully Aric can see through the ruse

    Perception 10(8+2): 1d8 + 2 + 1d8 ⇒ (5) + 2 + (4) = 11

    Roll Details:

    Perception - 1d8+2
    Blessed - 1d8

    Use Kasmir's Elements

    To Close, Summon an Ally with Diplomacy

    Kafar:

    MM
    Ally B
    Traits:
    Trigger
    Human
    Rogue
    Aspis
    To Acquire:
    Wisdom
    Charisma
    Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.

    Diplomacy 9: 1d10 + 5 + 1 + 2 ⇒ (3) + 5 + 1 + 2 = 11

    Roll Details:

    Diplomacy - 1d10+5
    Marianix Karn - 1
    Red Leathers - 2

    As the Smoke encircles the room, I sit back a relax for a bit. That is until what I THOUGHT was a stain glass window suddenly comes alive spraying a bunch of toxic fumes.

    "Sorry, sir. Just cleaning up around here."

    The stench is unbelievably strong, so I quickly head back out to the front. As I get there, I see someone looking very suspicious staring at me. As soon I begin to approach the man, he takes off. As I give chase Kafar follows after us both.

    Curious I think to myself.

    Poisoning: 1d6 ⇒ 5 - Thieves Tools

    "

    Aric wrote:

    Hand: Rapier, Short Sword +1, Red Leathers, Lockpick Shield, Marianix Karn,

    Displayed:
    Current Location: Smoking Den
    Kit: Bob (Dandy Brute), Ooze Falchion +1, Mask of the Red Raven,
    Aric has the following scourges marked:
    Curse of Poisoning:
    While Marked:
    While displayed, after you reset your hand, recharge a random card.
    Curse of Vulnerability:
    While Marked:
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    Deck: 12 Discard: 3 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-2D? N
    Hero Points: 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Captain's Cutlass, Blessing of the Spy (2), Lookout, Fencer, Sorrowsoul, Hypnotist's Locket, Dredge, Psych (Psychic Detective), Blessing of the Spy, Scorpion Whip
    Recharged: Quick-Change Mask, Thieves' Tools,
    Discard Pile: Terhk Fourwinds, Blessing of the Ancients, Blessing of Horus,
    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, 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.

    "

    End of Turn Summary
    Closed Smoking Den
    Used Random Ally 1
    Use Kasmir's Elements


  • deck handler

    Off turn discard Blessing of the Elements.

    Cure Zetha: 1d4 + 1 ⇒ (2) + 1 = 3

    Blessing of Horus in effect.

    Hall of Blessed Rebirth Card 5: Flames of the Faithful:

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

    wisdom 5: 1d8 ⇒ 3

    recharge Leech to heal: 1d4 - 1 ⇒ (3) - 1 = 2

    Discard Caravan Guard to explore.

    Hall of Blessed Rebirth Card 6: Trapped Locker:

    MM
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.

    Zetha casts Disable Mechanism.

    Disable 9 aided by Disable Mechanism: 1d4 + 2d8 ⇒ (2) + (1, 5) = 8
    folio reroll on the 1: 1d8 ⇒ 7

    14 succeeds. Draw random armor #1 Crocodile Skin Armor.

    discard Crocodile Skin Armor to heal Zetha: 1d4 + 1 ⇒ (1) + 1 = 2

    End turn. Finally remember Cordelia's ability and examine the next card: Lurking Spy. Trigger: Encounter it and ignore it's BYA.

    Hall of Blessed Rebirth Card 7: Lurking Spy:

    None
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth
    Perception 8
    The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
    When you examine this card, encounter it and ignore its before you act power.
    Before you act, suffer the scourge Curse of Poisoning.

    combat 11 +4 casting Fiery Glare (Core): 1d10 + 2d4 + 4 ⇒ (4) + (1, 1) + 4 = 10
    recharge Cordelia Perseis to reroll it all: 1d10 + 2d4 + 4 ⇒ (4) + (2, 2) + 4 = 12
    hero point: 1d10 + 2d4 + 4 ⇒ (8) + (4, 3) + 4 = 19

    craft 8 to close: 1d10 + 4 ⇒ (2) + 4 = 6

    No rerolls left.

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Fiery Glare (Core): Arcane 7: 1d10 + 4 ⇒ (6) + 4 = 10 -> Fiery Glare (Core) recharged.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Force Missile (Core), Ring of Protection (Core), The Marriage, Leech, Crow (Core), Pahmet Clansman, Acid Burst,

    Displayed: Daji,
    Deck: 10 Discard: 5 Buried: 0
    "Current Location: Hall of Blessed Rebirth
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

    The 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.

    Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.

    Crow (Core): On a local check to acquire, recharge to add 1d6.
    Movement: Move me to NA if my location closes.
    Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frost Ray (Core), Staff of Minor Healing (Core), Cure, The Foreign Trader, Locate Object (Core), Good Omen (Core), Augury, Sebti the Crocodile
    Recharged: Cordelia Perseis, Fiery Glare (Core),
    Discard Pile: Game of Afterlife, Bound Imp (Core), Blessing of the Elements, Caravan Guard, Crocodile Skin Armor,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2"
    "Perception Wisdom +2"
    Daji: Arcane: Intelligence +2
    Daji: Craft: Intelligence +2

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.

    Hall of Blessed Rebirth cards 5 - 7 banished.

    Random armor #1 Crocodile Skin Armor acquired.

    Zetha casts Disable Mechanism and is healed for 5.


    During This Adventure:

  • The scourge die is 1d6.
  • When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor
  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

    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!"

    During This Scenario:

  • Cohort: Cordelia Perseis
  • When you fail a check to acquire an ally, suffer a scourge.
  • When you defeat the henchman Lurking Spy, you may attempt to close the location it came from.
  • To win the scenario, close all locations.

    Setup:
    After building the location decks, shuffle an ally from the box into each location.

    Additional Rules:
    Smoking Den Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.

    Cohort Cordelia Perseis:

    Traits: Aristocrat Human Wizard
    At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

    Story Bane Details

    Forgotten Pharaoh Cultists:

    Henchman
    Type: Monster
    Traits: Veteran Human Cultist
    To Defeat: Combat 10 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
    Voices of the Spire:

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

    Henchman
    Type: Monster
    Traits: Human Spy Trigger Veteran
    To Defeat: Combat 11 OR Stealth Perception 8
    The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number. When you examine this card, encounter it and ignore its before you act power. Before you act, suffer the scourge Curse of Poisoning.

    Scenario Level (#): 2

    Turn: 15, NokNok/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Hyena
    MM
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Spoiler:
    Yellow Jelly
    MM
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If the check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Spoiler:
    Shock Elemental
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9
    The Shock Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait, the difficulty to defeat is increased by 2.

    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 Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.

    Barriers
    Spoiler:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.

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

    Spoiler:
    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:
    Trapped Locker
    MM
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.

    Spoiler:
    Poison Blade Trap
    MM
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7
    If undefeated, each character at your location is dealt 1d4 Poison damage.

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

    Spoiler:
    Khopesh
    MM
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.

    Spoiler:
    Staff of Focus
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Spoiler:
    Explorer's Staff
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Spoiler:
    Whip
    MM
    Weapon C
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

    Spells
    Spoiler:
    Cure
    MM
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Viper Strike
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Immolate
    MM
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Armor of the Sands
    MM
    Armor C
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

    Spoiler:
    Tussah Silk Coat
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armor, bury it instead.

    Spoiler:
    Splint Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Spoiler:
    Vented Plate Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Spoiler:
    Crocodile Skin Armor
    MM
    Armor C
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

    Items
    Spoiler:
    Flash Freeze
    MM
    Item C
    Traits:
    Liquid
    Cold
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 5
    Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

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

    Spoiler:
    Noxious Bomb
    MM
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 9 check to recharge that card instead of discarding it.

    Spoiler:
    Frost Staff
    MM
    Item B
    Traits:
    Staff
    Attack
    Magic
    Cold
    To Acquire:
    Arcane
    Divine 6
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

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

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

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

    Spoiler:
    Tarworks Master
    MM
    Ally B
    Traits:
    Dwarf
    To Acquire:
    Craft
    Charisma
    Diplomacy 10
    Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

    Spoiler:
    Osirion Ancestor
    MM
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

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

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

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

    Spoiler:
    Blessing of 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 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.

    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: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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 Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 5 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Zetha/WilderRedbeard
    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 6 Aric/Gimry:
    Spoiler:
    Hourglass Card 6 Aric/Gimry
    Sovereign Court Favor
    None
    Favor 2
    Traits:
    While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
    Hourglass Card 7 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 8 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 8 NokNok/Matsu_Kurisu
    Blessing of 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 9 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 9 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 10 Aric/Gimry:
    Spoiler:
    Hourglass Card 10 Aric/Gimry
    Blessing of the 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 the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 12 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 NokNok/Matsu_Kurisu
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 13 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 13 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 14 Aric/Gimry:
    Spoiler:
    Hourglass Card 14 Aric/Gimry
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Kasmir/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #1: Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
    Located/Displayed Here: Zetha/WilderRedbeard, Kasmir/Bigguyinblack, None

    Hall of Blessed Rebirth 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.
    Hall of Blessed Rebirth Card 2:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #2: The Shiny Bauble
    Closed
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Tooth and Hookah
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Smoking Den
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/Gimry,

    Location #5: Alchemical Laboratory
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Soul Stimulant
    MM
    Item 2
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Recharge this card to ignore a power that happens before or after you act on a non-villain bane that has the Undead trait.
    Banish this card to banish a displayed card that has the Curse trait.
    Alchemical Laboratory Card 2:
    Canteen
    MM
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.
    Alchemical Laboratory Card 3:
    Flash Freeze
    MM
    Item B
    Traits:
    Liquid
    Cold
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 5
    Banish this card to add 1d12 and the Cold trait to a check that invokes the Construct or Fire trait by a character at your location.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

    Location #6: Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu,
    Dilapidated Plaza Card 1:
    Ice Elemental
    MM
    Monster 2
    Traits:
    Elemental
    Outsider
    Cold
    Elite
    To Defeat:
    Combat 12
    The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on the check to defeat.
    Dilapidated Plaza Card 2:
    Lurking Spy
    None
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth
    Perception 8
    The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
    When you examine this card, encounter it and ignore its before you act power.
    Before you act, suffer the scourge Curse of Poisoning.
    Dilapidated Plaza Card 3:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    Dilapidated Plaza Card 4:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.

  • Dark Archive

    Deck handler link

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

    Out of turn updates
    Zetha Recharges Remove Curse to remove Nok-Nok's Curse of Poisoning.

    Hour = 15 NokNok/Matsu_Kurisu: Blessing of the Ancients

    Start of Turn
    At: DILAPIDATED PLAZA: M:2 B:3 W:1

    Give: No
    Move: No

    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.

    Free explore = 1: Ice Elemental, Monster 2: Combat 12

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

    BYA Fortitude 7: 1d10 + 1 + 2 ⇒ (5) + 1 + 2 = 8 Success
    Reveal Elven Curve Blade 1d8+1+1d10, (#Barriers+1) +4
    Combat 12: 1d8 + 1 + 1d10 + 4 ⇒ (3) + 1 + (9) + 4 = 17 Banished

    Discard Mouse, explore = 2: Lurking Spy, Henchman 1: Combat 15(11+2+2) OR Stealth 10(8+2)

    Spoiler:
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth
    Perception 8
    The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.
    When you examine this card, encounter it and ignore its before you act power.
    Before you act, suffer the scourge Curse of Poisoning.

    Before you act, suffer the scourge Curse of Poisoning. Joy :-)
    Discard Elven Curve Blade 1d8+1+1d10+2d4, (#Barriers+1) +4, Finesse +1d4
    Combat 15: 1d8 + 1 + 1d10 + 2d4 + 4 + 1d4 ⇒ (1) + 1 + (4) + (2, 4) + 4 + (3) = 19 Banished

    Damn! Cutlass is only CHarisma checks, not diplomacy. No way to close location :-(

    End of Turn

    Recovery

    Reset
    Discard
    Draw Orison, Spider, Thieves' Tools
    Poisoning: 1d5 ⇒ 3 (Thieves' Tools)

    Summary
    Location = DILAPIDATED PLAZA: (3,4)
    Acquired =
    Banished = 1: Ice Elemental, 2: Lurking Spy
    Examined =
    Added =

    Displayed =

    Added =

    Displayed =

    From Box =

    Give =
    Used =

    Other =

    "

    Nok-Nok wrote:

    Hand: Captain's Cutlass, lt Akhentepi's Armor, Spider, Orison,

    Displayed:
    Deck: 8 Discard: 7 Buried: 1
    Hero Points: 2 // Nok-Nok has the following scourges marked:
    Curse of Poisoning:
    While displayed, after you reset your hand, recharge a random card.

    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 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, add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2 cards you would discard as damage.

    Paizo Reroll: USED
    Paizo Mat Discard: AVAILABLE

    "


    During This Adventure:

  • The scourge die is 1d6.
  • When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor
  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

    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!"

    During This Scenario:

  • Cohort: Cordelia Perseis
  • When you fail a check to acquire an ally, suffer a scourge.
  • When you defeat the henchman Lurking Spy, you may attempt to close the location it came from.
  • To win the scenario, close all locations.

    Setup:
    After building the location decks, shuffle an ally from the box into each location.

    Additional Rules:
    Smoking Den Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.

    Cohort Cordelia Perseis:

    Traits: Aristocrat Human Wizard
    At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

    Story Bane Details

    Forgotten Pharaoh Cultists:

    Henchman
    Type: Monster
    Traits: Veteran Human Cultist
    To Defeat: Combat 10 OR Charisma Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck. If defeated, you may immediately attempt to close the location this henchman came from.
    Voices of the Spire:

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

    Henchman
    Type: Monster
    Traits: Human Spy Trigger Veteran
    To Defeat: Combat 11 OR Stealth Perception 8
    The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number. When you examine this card, encounter it and ignore its before you act power. Before you act, suffer the scourge Curse of Poisoning.

    Scenario Level (#): 2

    Turn: 16, Zetha/WilderRedbeard

    Random Cards:

    Monsters
    Spoiler:
    Shock Elemental
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9
    The Shock Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait, the difficulty to defeat is increased by 2.

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

    Spoiler:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.

    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:
    Death Hound
    MM
    Monster C
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
    After you act, succeed at a Constitution or Fortitude 8 check or discard a card.

    Barriers
    Spoiler:
    Camouflaged Pit Trap
    MM
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
    If defeated, you may explore your location.

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

    Spoiler:
    Collapsing Scaffolding
    MM
    Barrier C
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

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

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

    Spoiler:
    Explorer's Staff
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Spoiler:
    Explorer's Staff
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 2
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Discard this card to add 2 dice to your Disable check.

    Spoiler:
    Fighting Crook
    MM
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Elite
    To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
    After you act, reveal an armor or you are dealt 1 combat damage.

    Spoiler:
    Chakram
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite
    To Acquire:
    Dexterity
    Ranged 6
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4.

    Spells
    Spoiler:
    Elemental Treaty
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

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

    Spoiler:
    Unshakable Chill
    MM
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    MM
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Armored Kilt
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

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

    Spoiler:
    Crocodile Skin Helmet
    MM
    Armor B
    Traits:
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor. If proficient with light armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location deck.

    Spoiler:
    Armored Kilt
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

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

    Spoiler:
    Potion of Healing
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    Healing
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

    Spoiler:
    Brilliance of Ra
    MM
    Item B
    Traits:
    Trigger
    Object
    Magic
    Ra
    To Acquire:
    Strength
    Knowledge
    Divine 5
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your Strength non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

    Spoiler:
    Frost Staff
    MM
    Item C
    Traits:
    Staff
    Attack
    Magic
    Cold
    To Acquire:
    Arcane
    Divine 6
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

    Spoiler:
    Shining Wayfinder
    None
    Loot P
    Type: Item
    Traits:
    Magic
    Object
    To Acquire:

    Recharge this card to move, then you may examine the top 2 cards of your location deck. If you examine a non-villain, non-henchman monster, you may immediately encounter it. You may not use this power during an encounter.
    Discard this card to examine the top card of your location deck, then you may shuffle the location deck, then you may explore your location. During this exploration, add 1d6 to your checks against monsters.


    Allies
    Spoiler:
    Tomb Raider
    MM
    Ally B
    Traits:
    Human
    Rogue
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

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

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


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

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

    Blessings
    Spoiler:
    Blessing of 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 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 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.

    Hour Power:

    Current Hour:

    Blessing of Thoth:
    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.

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/Gimry:
    Spoiler:
    Hourglass Card 1 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 2 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Kasmir/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 NokNok/Matsu_Kurisu
    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.
    Hourglass Card 4 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 4 Zetha/WilderRedbeard
    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 Aric/Gimry:
    Spoiler:
    Hourglass Card 5 Aric/Gimry
    Sovereign Court Favor
    None
    Favor 2
    Traits:
    While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
    Hourglass Card 6 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 7 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 NokNok/Matsu_Kurisu
    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 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 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 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Kasmir/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 11 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 NokNok/Matsu_Kurisu
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 12 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 12 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 13 Aric/Gimry:
    Spoiler:
    Hourglass Card 13 Aric/Gimry
    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 14 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Kasmir/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #1: Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
    Located/Displayed Here: Zetha/WilderRedbeard, Kasmir/Bigguyinblack, None

    Hall of Blessed Rebirth 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.
    Hall of Blessed Rebirth Card 2:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #2: The Shiny Bauble
    Closed
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Tooth and Hookah
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #4: Smoking Den
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/Gimry,

    Location #5: Alchemical Laboratory
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Soul Stimulant
    MM
    Item 2
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Recharge this card to ignore a power that happens before or after you act on a non-villain bane that has the Undead trait.
    Banish this card to banish a displayed card that has the Curse trait.
    Alchemical Laboratory Card 2:
    Canteen
    MM
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.
    Alchemical Laboratory Card 3:
    Flash Freeze
    MM
    Item B
    Traits:
    Liquid
    Cold
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 5
    Banish this card to add 1d12 and the Cold trait to a check that invokes the Construct or Fire trait by a character at your location.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

    Location #6: Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: NokNok/Matsu_Kurisu,
    Dilapidated Plaza Card 1:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    Dilapidated Plaza Card 2:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.


  • Zetha's Deck Handler

    Off turn: Healed for 3 by Kasmir: Invisibility, BotSpy, Embalmer (Thanks BGiB!).
    Send Disable Mechanism to recovery for Kasmir's check.
    Healed for 2 by Kasmir: Dhabba, Bal Themm (Thanks again!).
    Disable Mechanism - Arcane 12: 1d10 + 3 ⇒ (6) + 3 = 9 discarded

    Start of turn: The hour of Thoth
    Draw two new monsters from the box: Shock Elemental (M0), Coffer Corpse (M1).
    Move to Dilapidated Plaza.

    Explore:

    Sand Creeper:
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    No cards in hand with Electricity. Ahtez attacks with Cold & Melee! Cockroach Coat adds 1d4.
    Combat 9: 1d10 + 4 + 2 + 1d4 ⇒ (10) + 4 + 2 + (2) = 18 defeated

    Discard Slip to examine top card, put it on the bottom, then explore (only one card left in location):

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

    Attempt to close location. Banish Shock Elemental to use Cockroach Coat.
    Diplomacy (Stealth) 4+#=6: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (1) = 9 success
    The Third Law: 1d6 ⇒ 1 >0 cards left
    Banish Coffer Corpse then banish The Third Law.
    Dilapidated Plaza closed.

    End turn & reset hand.

    Zetha wrote:

    Hand: Stone Skin, Good Omen (c), Black Spot, Eloquence, Bal Themm (acq), Blessing of the Spy,

    Displayed: Ahtez (Cohort), Cockroach Coat,
    Deck: 9 Discard: 4 Buried: 1
    Current Location: Hall of Blessed Rebirth
    Unused Hero Points: 0 // Zetha has the following scourges marked:
    Curse of Vulnerability:
    While Marked:
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

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

    "O, wretches! You stand helpless before me!"


    NOTES:
    Available Support: Stone Skin, Good Omen, Black Spot & Eloquence available.
    Other: Dice Re-Roll Used for 2D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Embalmer (acq), Invisibility (c), Staff of Minor Healing, Blessing of Abadar, Dhabba (acq), Acute Senses (acq), Remove Curse (tr)
    Recharged: Mahga Threefingers (acq), Bound Imp,
    Discard Pile: Blessing of the Gods, Disable Mechanism (loot), Slip, Blessing of Pharasma,
    Buried Pile: Bound Magma Spirit,

    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:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([X2] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X1] or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).

    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 Ancients
    Hour Power:No effect.
    Location: Smoking Den
    Location Power:At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location deck.
    Adventure Powers:

  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
    Scenario Powers:
  • When you fail a check to acquire an ally, suffer a scourge.
  • When you defeat the henchman Lurking Spy, you may attempt to close the location it came from.
  • To win the scenario, close all locations.

    Start of Turn: Switch to Red Raven
    Swap Rapier with Bob

    Move to Hall of Blessed Rebirth

    End of Move Examine - Blessing of the Ancients
    After Examine: Switch to Aric

    Blessing of the Ancients:

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

    Divine 3: 1d4 + 1 ⇒ (1) + 1 = 2

    Roll Details:

    Divine - 1d4
    Marianix Karn - 1

    Discard Bob to explore again

    Blessing of the Elements:

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

    Charisma 6: 1d10 + 2 + 1 ⇒ (7) + 2 + 1 = 10

    Roll Details:

    Charisma - 1d10+2
    Marianix Karn - 1

    Wisdom 7: 1d8 + 1d8 ⇒ (2) + (5) = 7

    Roll Details:

    Wisdom - 1d8
    Blessed - 1d8

    Use Elements to bless

    "My dear friends. This is not how you put on a play! You need to PROJECT your feelings through your voice, not your fists."

    Aric continues into a rambling speech about giving a proper production to the poor remaining spys.

    We Win


  • Victory!

    Development:
    You’re surprised that a troupe of actors could put up such a fight. You’re less surprised by the bevy of mean-spirited taunts about your heritage, your parents’ personal lives, and your competence in general. You thought about questioning one of them, but their insults were sufficiently annoying that you knocked them all out just to shut them up. You don’t regret that decision.

    After you tie them all up and finish your search, you come across some damning evidence that implies the actors were cat’s-paws in a greater scheme. You discover a trail to a ghost town between Qadira and Taldor, which must be where the Senator’s daughter can be found. Combined with further evidence, this could be exactly the lead you need to put an end to this case once and for all!

    Scenario Reward:

  • Traders: Hadden Hoppert, Smiths of Wati
  • 1 XP, 1 Hero Point

    Acquired cards:
    Mahga Threefingers (Ally B)
    Pahmet Clansman (Ally B)
    Terhk Fourwinds (Ally C)
    Embalmer (Ally C)
    Kafar (Ally B)
    Sebti the Crocodile (Ally 1)
    Caravan Guard (Ally B)
    Dhabba (Ally B)
    Bal Themm (Ally 2)
    Hyaenodon (Ally B)

    Crocodile Skin Shield (Armor C)
    Crocodile Skin Armor (Armor B)

    Blessing of the Elements (Blessing B)
    Blessing of Horus (Blessing C)
    Blessing of the Ancients (Blessing B)

    Acute Senses (Spell B)

    Ooze Falchion +1 (Weapon 2)
    Spelldagger (Weapon C)

    To the discussion page!


  • Scenario 4-2E: DARK NUPTIALS:
    It’s dark, your head is throbbing, and you’re incredibly thirsty. What happened!? You were just in Zimar—or was it Omash? You’re not sure. You had pieced together the clues from the theater and the warehouse, leading you to a ghost town on the border between Taldor and Qadira, abandoned by both sides after the last battles. The air feels stale. You’re in a box of some kind. You shove off the stone lid and find yourself in an underground sepulcher of some sort.

    “Sabina Karthis!” Venture-Captain Cordelia Perseis points to one person in a group of Taldans, presumably the people kidnapped from Zamir. Sabina is a bit paler than you expected... and for that matter, all of them are. They smile at you wickedly as a bearded man with dark hair and pale skin steps forward.

    “I do have to say I’m impressed,” the man explains, flashing long fangs in a grin. The man—the vampire, rather—looks like he’s about to keep monologuing, so you decide to rush forward and kill him instead... but you can’t lift a hand against him.

    “Now, that wouldn’t do,” he smirks. “You impressed me, so now you’re to become my newest spouses. I am Stavros Nightcrescent, and I am your new master.” You notice a pair of fresh puncture marks on your wrist, gently oozing blood. “Soon, I will finish the job.”

    This must be what happened to Sabina and the others. You notice a flash of something from Sabina, as if she hates the other vampire on some level but cannot act. Perhaps there is hope for you yet. With all of your willpower, you manage to push yourself to flee away from Nightcrescent and deeper into the catacombs where you hope it won’t be so easy for him to command you. As you run, you hear the sound of mocking laughter.

    “You surprise me again, my dears, but you can’t run from me!”

    You can, though. You can, and you will. Stavros may be able to track you through his hold over you, but you will make as difficult as possible.

    LOCATIONS:
    1 - CATACOMBS
    1 - EMBALMING PARLOR
    1 - SEPULCHER OF THE SERVANT
    2 - STONEWORK PASSAGES
    3 - CRYPT
    4 - PEASANT TOMBS
    5 - GHOUL SQUARE
    6 - MAUSOLEUM

    Story Banes:
    Villain: STAVROS NIGHTCRESCENT
    Closing Henchmen: SABINA KARTHIS, THE VILLAIN VELRIANA UNBORN, THE VILLAIN AMADJAWET, SENENMEREK, BHEG, GAUNT CADAVER, BEHEADED

    DURING THIS SCENARIO:

  • Cohort: Cordelia Perseis
  • Treat the villains Amadjawet and Velriana Unborn as henchmen
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

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

    Traders:

    3 to Hadden Hoppert, 4 spells:

    Stone Skin:

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

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

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

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


  • Zetha's Deck Handler

    Add banished Metamorph back into deck.
    If no one else takes Commune, Zetha will swap it in for Phantasmal Minion.
    Zetha will take the loot Disable Mechanism in place of Detect Magic.
    Start at Catacombs.

    Zetha wrote:

    Hand: Stone Skin, Disable Mechanism (loot), Bound Magma Spirit, Bound Imp, Blessing of the Spy, Blessing of Abadar, Ahtez (Cohort),

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Catacombs
    Unused Hero Points: 0
    NOTES:
    Available Support: Stone Skin, Disable Mechanism and Blessing available.
    Other: Dice Re-Roll Used for 2E?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Invisibility (c), Metamorph, Eloquence, Black Spot, Blessing of Pharasma, Staff of Minor Healing, Phantasmal Minion, Blessing of the Gods, Good Omen (c), Slip, Cockroach Coat
    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:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([X2] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X1] or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).

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

    At the start of the first turn, display Bound Imp to draw 2 cards: BotGods & Slip.
    Bound Imp - Arcane 8: 1d10 + 3 ⇒ (9) + 3 = 12 recharged


    deck handler

    Nothing from Hoppert. Visiting Sunburst and trading out Spellbook (Core) for Mahga Threefingers. Trade out Zellara's Harrow Deck for Game of Afterlife. Starting at Stonework Passages.

    Kasmir wrote:

    Hand: Acid Burst, Staff of Minor Healing (Core), Good Omen (Core), The Marriage, Mahga Threefingers, Ring of Protection (Core), Frost Ray (Core),

    Displayed: Daji,
    Deck: 10 Discard: 0 Buried: 0
    "Current Location: Stonework Passages
    Hero Points: 3"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

    The Marriage: On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using.

    Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
    Movement: Move me to NA if my location closes.
    Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Force Missile (Core), Game of Afterlife, Fiery Glare (Core), Locate Object (Core), Crow (Core), The Foreign Trader, Leech, Blessing of the Elements, Cure, Bound Imp (Core)
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2"
    "Perception Wisdom +2"
    Daji: Arcane: Intelligence +2
    Daji: Craft: Intelligence +2

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.

    Dark Archive

    Deck handler link

    Nok-Nok/Matsu Kurisu - 4-2E: DARK NUPTIALS

    Card Upgrade
    = Sorrowsoul(AD2) in, Spider out

    Starting Location
    = Peasant Tombs: M:2 B:2 W:2

    Loot
    = lt Akhentepi's Armor in, Armor of Insults out
    = td Stained Glass Elemental in, Spider Venom out

    "

    Nok-Nok wrote:

    Hand: Elven Curve Blade, Sorrowsoul, td Stained Glass Elemental, Prayer, Orison,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers 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, add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2 cards you would discard as damage.

    Paizo Reroll: USED
    Paizo Mat Discard: AVAILABLE

    "


    During This Adventure:

  • The scourge die is 1d6.
  • When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor
  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

    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!"

    During This Scenario:

  • Cohort: Cordelia Perseis
  • Treat the villains Amadjawet and Velriana Unborn as henchmen
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

    Additional Rules:

    Cohort Cordelia Perseis:

    Traits: Aristocrat Human Wizard
    At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

    Story Bane Details

    Stavros Nightcrescent (Villain):

    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Wisdom Charisma 6 THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile.
    Sabina Karthis (Henchman):

    Henchman
    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Combat 15 Diplomacy 11
    Sabina Karthis is immune to the Mental and Poison traits. While you act, before any character plays a card, he must recharge a card. If undefeated, bury your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
    Velriana Unborn (Henchman):

    Type: Monster
    Traits: Undead Wizard Aristocrat
    To Defeat: Combat 14
    Velriana Unborn is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Amadjawet (Henchman):

    Type: Monster
    Traits: Undead Mummy
    To Defeat: Combat 16
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8. After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Senenmerek (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Skeleton Cleric
    To Defeat: Combat 11 OR Charisma Diplomacy 8
    Senenmerek is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 4. If defeated, you may immediately attempt to close the location this henchman came from; if you succeed, display this card next to the scenario. While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.
    Bheg (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Ghoul Alchemist Poison
    To Defeat: Combat 12 THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage. If undefeated, end your turn. If defeated, you may draw a random item that has the Alchemical trait from the box.

    Scenario Level (#): 2

    Turn: 1, Kasmir/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Ghost Scorpion
    MM
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

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

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

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

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

    Barriers
    Spoiler:
    Trapped Locker
    MM
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.

    Spoiler:
    Dance of the Dead
    MM
    Barrier P
    Traits:
    Trigger
    Curse
    Magic
    Cache
    To Defeat:
    DexterityCharisma 10
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

    Spoiler:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Spoiler:
    Falling Rubble
    MM
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn, and at the end of the turn, may succeed at a Strength 10 check to banish this barrier.
    If defeated, you may explore your location.

    Spoiler:
    Alchemical Gas
    MM
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

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

    Spoiler:
    Bolas
    MM
    Weapon C
    Traits:
    Chain
    Ranged
    Bludgeoning
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check to defeat a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
    Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower.

    Spoiler:
    Flaming Heavy Pick +1
    MM
    Weapon B
    Traits:
    Pick
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 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. If any d6 rolled on this check is a 6, count it as 7.

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

    Spoiler:
    Khopesh
    MM
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.

    Spells
    Spoiler:
    Immolate
    MM
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    Spoiler:
    Find Traps
    MM
    Spell B
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    MM
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    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:
    Acid Jet
    MM
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Crocodile Skin Madu
    MM
    Armor B
    Traits:
    Shield
    Offhand
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    OR Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may another armor.
    Recharge this card to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armors, you may play another armor on this check.

    Spoiler:
    Crocodile Skin Armor
    MM
    Armor C
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

    Spoiler:
    Vented Plate Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

    Spoiler:
    Tussah Silk Coat
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.

    Items
    Spoiler:
    Crowbar
    MM
    Item C
    Traits:
    Tool
    Basic
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check, or your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    Spoiler:
    Noxious Bomb
    MM
    Item C
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 9 check to recharge that card instead of discarding it.

    Spoiler:
    Kohl of Uncanny Discernment
    MM
    Item B
    Traits:
    Accessory
    Alchemical
    To Acquire:
    Intelligence
    Perception 6
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

    Spoiler:
    Potion of Healing
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    Healing
    To Acquire:
    Intelligence
    Craft 5
    Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

    Spoiler:
    Kohl of Uncanny Discernment
    MM
    Item B
    Traits:
    Accessory
    Alchemical
    To Acquire:
    Intelligence
    Perception 6
    Reveal this card to add 1d4 to your Perception check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order.

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

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

    Spoiler:
    Embalmer
    MM
    Ally C
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Discard this card to explore your location.

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

    Spoiler:
    Osirion Ancestor
    MM
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

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

    Spoiler:
    Blessing of 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 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: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 NokNok/Matsu_Kurisu
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 2 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 2 Zetha/WilderRedbeard
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Aric/Gimry:
    Spoiler:
    Hourglass Card 3 Aric/Gimry
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 4 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Kasmir/Bigguyinblack
    Sovereign Court Favor
    None
    Favor 2
    Traits:
    While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
    Hourglass Card 5 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 NokNok/Matsu_Kurisu
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 6 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 6 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 7 Aric/Gimry:
    Spoiler:
    Hourglass Card 7 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 8 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Kasmir/Bigguyinblack
    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.
    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 Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 11 Aric/Gimry:
    Spoiler:
    Hourglass Card 11 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 12 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Kasmir/Bigguyinblack
    Blessing of 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 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 Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 17 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 17 NokNok/Matsu_Kurisu
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 18 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 18 Zetha/WilderRedbeard
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 19 Aric/Gimry:
    Spoiler:
    Hourglass Card 19 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 20 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 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 21 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 21 NokNok/Matsu_Kurisu
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 22 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 22 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 23 Aric/Gimry:
    Spoiler:
    Hourglass Card 23 Aric/Gimry
    Blessing of 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 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.
    Hourglass Card 25 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 25 NokNok/Matsu_Kurisu
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 26 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 26 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 27 Aric/Gimry:
    Spoiler:
    Hourglass Card 27 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 28 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 28 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 29 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 29 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.

    Location #1: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/WilderRedbeard, None

    Catacombs Card 1:
    Hyena
    MM
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Catacombs Card 2:
    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.
    Catacombs Card 3:
    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.
    Catacombs Card 4:
    Torch
    MM
    Weapon C
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic
    To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.
    Catacombs Card 5:
    Corrosion
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Acid
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Discard this card to add 1 die to any check to defeat a barrier.
    Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
    Catacombs Card 6:
    Hepsushep
    MM
    Barrier 2
    Traits:
    Obstacle
    Lamia
    Elite
    To Defeat:
    Stealth
    Charisma
    Diplomacy 8
    OR Combat 15
    If undefeated, put this card on top of your location deck.
    If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
    Catacombs Card 7:
    Tussah Silk Coat
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armor, bury it instead.
    Catacombs Card 8:
    Amadjawet
    MM
    Villain 2
    Type: Monster
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 16
    Amadjawet is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Catacombs Card 9:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Catacombs Card 10:
    Staff of Focus
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Location #2: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Aric/Gimry, None
    Embalming Parlor Card 1:
    Plague Zombie
    MM
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Embalming Parlor Card 2:
    Cure
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Embalming Parlor Card 3:
    Crowbar
    MM
    Item B
    Traits:
    Tool
    Basic
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
    Embalming Parlor Card 4:
    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.
    Embalming Parlor Card 5:
    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.
    Embalming Parlor Card 6:
    Senenmerek
    MM
    Henchman 1
    Type: Monster
    Traits:
    Undead
    Skeleton
    Cleric
    To Defeat:
    Combat 11
    OR Charisma
    Diplomacy 8
    Senenmerek is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 4.
    If defeated, you may immediately attempt to close the location this henchman came from; if you succeed, display this card next to the scenario. While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.
    Embalming Parlor Card 7:
    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.
    Embalming Parlor Card 8:
    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.
    Embalming Parlor Card 9:
    Antitoxin
    MM
    Item B
    Traits:
    Liquid
    Poison
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Knowledge
    Craft 5
    Banish this card to reduce Poison damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
    Embalming Parlor Card 10:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

    Location #3: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Sepulcher of the Servant Card 1:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Sepulcher of the Servant Card 2:
    Trapped Locker
    MM
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.
    Sepulcher of the Servant Card 3:
    Quicksand Bunyip
    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Sepulcher of the Servant Card 4:
    Detect Undead
    MM
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 5
    During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 5:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Sepulcher of the Servant Card 6:
    Ghoul
    MM
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Sepulcher of the Servant Card 7:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    Sepulcher of the Servant Card 8:
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Sepulcher of the Servant Card 9:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Sepulcher of the Servant Card 10:
    Filter Hood
    MM
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

    Location #4: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, None
    Stonework Passages Card 1:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Stonework Passages Card 2:
    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.
    Stonework Passages Card 3:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.
    Stonework Passages Card 4:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Stonework Passages Card 5:
    Armored Kilt
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
    Stonework Passages Card 6:
    Cure
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Stonework Passages Card 7:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Stonework Passages Card 8:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
    Stonework Passages Card 9:
    Stavros Nightcrescent
    None
    Villain 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Wisdom
    Charisma 6
    THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.
    Stonework Passages Card 10:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Location #5: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Crypt Card 2:
    Compass
    MM
    Item B
    Traits:
    Object
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
    Discard this card to explore your location.
    Crypt Card 3:
    Collapsing Scaffolding
    MM
    Barrier B
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
    Crypt Card 4:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
    Crypt Card 5:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
    Crypt Card 6:
    Velriana Unborn
    MM
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Crypt Card 7:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
    Crypt Card 8:
    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.
    Crypt Card 9:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 10:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Location #6: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, None
    Peasant Tombs Card 1:
    Falto
    MM
    Ally C
    Traits:
    Human
    Rogue
    Hireling
    To Acquire:
    Charisma
    Diplomacy 10
    If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
    Recharge this card to add 1 die to any Diplomacy check.
    Recharge this card to add 1 die to a check to acquire an item by a character at your location.
    Discard this card to explore your location.
    Peasant Tombs Card 2:
    Yellow Jelly
    MM
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If the check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.
    Peasant Tombs Card 3:
    Flaming Spear +1
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Peasant Tombs Card 4:
    Final Nights
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Intelligence
    Charisma
    Diplomacy 7
    When you examine this card, suffer the scourge Curse of Daybane then banish this card.
    If undefeated, suffer the scourge Curse of Daybane then banish this card.
    Peasant Tombs Card 5:
    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.
    Peasant Tombs Card 6:
    Smoked Glass Goggles
    MM
    Item B
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    Peasant Tombs Card 7:
    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.
    Peasant Tombs Card 8:
    Sabina Karthis
    None
    Henchman 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Combat 15
    Diplomacy 11
    Sabina Karthis is immune to the Mental and Poison traits.
    While you act, before any character plays a card, he must recharge a card.
    If undefeated, bury your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Peasant Tombs Card 9:
    Falcata
    MM
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Peasant Tombs Card 10:
    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.


  • Aric Deck Handler

    Start as Aric
    Replace Short Sword +1 with Menacing Backsword +1. Start at Embalming Parlor

    "

    Aric wrote:

    Hand: Scorpion Whip, Rapier, Thieves' Tools, Sorrowsoul, Lookout, Blessing of the Spy,

    Displayed:
    Current Location: Embalming Parlor
    Kit: Mask of the Red Raven, Menacing Backsword +1, Psych (Psychic Detective),
    Deck: 11 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-2E? N
    Hero Points: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lockpick Shield, Blessing of the Spy (2), Bob (Dandy Brute), Marianix Karn, Captain's Cutlass, Dredge, Quick-Change Mask, Fencer, Red Leathers, Blessing of the Ancients, 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, 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.

    "


    deck handler

    Blessing of the Ancients in effect. (Basic) Cordelia Perseis.

    Move to Peasant Tombs.

    Scenario effect skip free explore. Discard The Marriage to explore.

    Peasant Tombs Card 1: Falto:

    MM
    Ally C
    Traits:
    Human
    Rogue
    Hireling
    To Acquire:
    Charisma
    Diplomacy 10
    If you fail to acquire this card, move to a random location, then examine the top card of your location deck.
    Recharge this card to add 1 die to any Diplomacy check.
    Recharge this card to add 1 die to a check to acquire an item by a character at your location.
    Discard this card to explore your location.

    NokNok recharges Orison.

    charisma 10 blessed by Orison: 2d8 ⇒ (4, 6) = 10

    Recharge Staff of Minor Healing (Core) to heal for 1. Discard Falto to explore.

    Peasant Tombs Card 2: Yellow Jelly:

    MM
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If the check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    combat 8 casting Acid Burst: 1d10 + 2d4 + 4 ⇒ (3) + (2, 3) + 4 = 12

    Discard Mahga Threefingers to explore.

    Peasant Tombs Card 3: Flaming Spear +1:

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

    dexterity 9 casting Good Omen: 1d6 + 1d6 + 2 ⇒ (1) + (2) + 2 = 5

    End turn. Reveal Cordelia Perseis to examine Peasant Tombs card 4: Final Nights. Trigger: Suffer Curse of Daybane and banish it.

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Acid Burst: Arcane 6: 1d10 + 4 ⇒ (10) + 4 = 14 -> Acid Burst recharged.
    Good Omen (Core): Arcane 8: 1d10 + 4 ⇒ (9) + 4 = 13 -> Good Omen (Core) recharged.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Frost Ray (Core), Ring of Protection (Core), Cordelia Perseis, The Foreign Trader, Bound Imp (Core), Leech, Blessing of the Elements,

    Displayed: Daji, Curse of Daybane,
    Deck: 10 Discard: 2 Buried: 0
    "Current Location: Peasant Tombs
    Hero Points: 3"
    "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 Daybane: 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.

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

    Blessing of the Elements: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Movement: Move me to NA if my location closes.
    Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fiery Glare (Core), Staff of Minor Healing (Core), Game of Afterlife, Locate Object (Core), Crow (Core), Force Missile (Core), The Marriage, Cure
    Recharged: Acid Burst, Good Omen (Core),
    Discard Pile: Falto, Mahga Threefingers,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2"
    "Perception Wisdom +2"
    Daji: Arcane: Intelligence +2
    Daji: Craft: Intelligence +2

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.

    Peasant Tombs card 1 acquired. Cards 2 - 4 banished.

    NokNok recharges Orison.

    At the start of NokNok's turn send Bound Imp (Core) to recovery to draw 2 cards: Fiery Glare (Core) and The Marriage.


    During This Adventure:

  • The scourge die is 1d6.
  • When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor
  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

    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!"

    During This Scenario:

  • Cohort: Cordelia Perseis
  • Treat the villains Amadjawet and Velriana Unborn as henchmen
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

    Additional Rules:

    Cohort Cordelia Perseis:

    Traits: Aristocrat Human Wizard
    At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

    Story Bane Details

    Stavros Nightcrescent (Villain):

    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Wisdom Charisma 6 THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile.
    Sabina Karthis (Henchman):

    Henchman
    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Combat 15 Diplomacy 11
    Sabina Karthis is immune to the Mental and Poison traits. While you act, before any character plays a card, he must recharge a card. If undefeated, bury your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
    Velriana Unborn (Henchman):

    Type: Monster
    Traits: Undead Wizard Aristocrat
    To Defeat: Combat 14
    Velriana Unborn is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Amadjawet (Henchman):

    Type: Monster
    Traits: Undead Mummy
    To Defeat: Combat 16
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8. After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Senenmerek (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Skeleton Cleric
    To Defeat: Combat 11 OR Charisma Diplomacy 8
    Senenmerek is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 4. If defeated, you may immediately attempt to close the location this henchman came from; if you succeed, display this card next to the scenario. While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.
    Bheg (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Ghoul Alchemist Poison
    To Defeat: Combat 12 THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage. If undefeated, end your turn. If defeated, you may draw a random item that has the Alchemical trait from the box.

    Scenario Level (#): 2

    Turn: 2, NokNok/Matsu_Kurisu

    Random Cards:

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

    Spoiler:
    Shock Toad
    MM
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

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

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

    Barriers
    Spoiler:
    Alchemical Gas
    MM
    Barrier B
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    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:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Spoiler:
    Collapsing Scaffolding
    MM
    Barrier C
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

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

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

    Spoiler:
    Poisoned Sand Tube
    MM
    Weapon B
    Traits:
    Blowgun
    Ranged
    Poison
    Alchemical
    Elite
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; you may succeed at a Craft 8 check to bury it instead. After you act, each character at this location is dealt 1 Poison damage.

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

    Spoiler:
    Sistrum of Bastet
    MM
    Weapon P
    Traits:
    Axe
    Book
    Ranged
    Bludgeoning
    Magic
    Arcane
    To Acquire:
    CharismaMelee 13
    For your combat check, discard this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Charisma or Dexterity skill.
    Recharge this card to add 1d8 to your Charisma or Diplomacy check.
    Recharge this card to add 1d4 to any check by a character at your location.

    Spoiler:
    Staff of Focus
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Spells
    Spoiler:
    Immolate
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    Spoiler:
    Fiery Glare
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Remove Curse
    MM
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

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

    Spoiler:
    Unshakable Chill
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

    Spoiler:
    Crocodile Skin Armor
    MM
    Armor C
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

    Items
    Spoiler:
    Osirion History Guide
    MM
    Item B
    Traits:
    Book
    Basic
    To Acquire:
    Intelligence
    Wisdom
    Knowledge 3
    Recharge this card to add 1 die to a Wisdom, Knowledge, or Survival non-combat check by a character at your location.

    Spoiler:
    Healer's Kit
    MM
    Item B
    Traits:
    Tool
    Healing
    To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.

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

    Spoiler:
    Magnifying Glass
    MM
    Item C
    Traits:
    Tool
    Basic
    To Acquire:
    Intelligence
    Perception 4
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck;, then, you may shuffle your deck.

    Spoiler:
    Ring of the Godless
    MM
    Item B
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom 5
    During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.

    Allies
    Spoiler:
    Camel
    MM
    Ally C
    Traits:
    Animal
    Mount
    Basic
    To Acquire:
    Wisdom
    Survival 7
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Spoiler:
    Embalmer
    MM
    Ally B
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Discard this card to explore your location.

    Spoiler:
    Stone Weasel
    MM
    Ally B
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

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

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

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

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

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

    Spoiler:
    Blessing of 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 Wadjet:
    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.

    Hours Remaining: 28

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 1 Zetha/WilderRedbeard
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Sovereign Court Favor
    None
    Favor 2
    Traits:
    While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 5 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 5 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 6 Aric/Gimry:
    Spoiler:
    Hourglass Card 6 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 7 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Kasmir/Bigguyinblack
    Blessing of 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.
    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 Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    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 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 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 Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 16 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 NokNok/Matsu_Kurisu
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 17 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 17 Zetha/WilderRedbeard
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 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 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 20 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 20 NokNok/Matsu_Kurisu
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 21 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 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 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.
    Hourglass Card 24 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 24 NokNok/Matsu_Kurisu
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 25 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 26 Aric/Gimry:
    Spoiler:
    Hourglass Card 26 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 27 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 28 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 28 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.

    Location #1: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/WilderRedbeard, None

    Catacombs Card 1:
    Hyena
    MM
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Catacombs Card 2:
    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.
    Catacombs Card 3:
    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.
    Catacombs Card 4:
    Torch
    MM
    Weapon C
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic
    To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.
    Catacombs Card 5:
    Corrosion
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Acid
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Discard this card to add 1 die to any check to defeat a barrier.
    Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
    Catacombs Card 6:
    Hepsushep
    MM
    Barrier 2
    Traits:
    Obstacle
    Lamia
    Elite
    To Defeat:
    Stealth
    Charisma
    Diplomacy 8
    OR Combat 15
    If undefeated, put this card on top of your location deck.
    If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
    Catacombs Card 7:
    Tussah Silk Coat
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armor, bury it instead.
    Catacombs Card 8:
    Amadjawet
    MM
    Villain 2
    Type: Monster
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 16
    Amadjawet is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Catacombs Card 9:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Catacombs Card 10:
    Staff of Focus
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Location #2: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Aric/Gimry, None
    Embalming Parlor Card 1:
    Plague Zombie
    MM
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Embalming Parlor Card 2:
    Cure
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Embalming Parlor Card 3:
    Crowbar
    MM
    Item B
    Traits:
    Tool
    Basic
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
    Embalming Parlor Card 4:
    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.
    Embalming Parlor Card 5:
    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.
    Embalming Parlor Card 6:
    Senenmerek
    MM
    Henchman 1
    Type: Monster
    Traits:
    Undead
    Skeleton
    Cleric
    To Defeat:
    Combat 11
    OR Charisma
    Diplomacy 8
    Senenmerek is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 4.
    If defeated, you may immediately attempt to close the location this henchman came from; if you succeed, display this card next to the scenario. While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.
    Embalming Parlor Card 7:
    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.
    Embalming Parlor Card 8:
    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.
    Embalming Parlor Card 9:
    Antitoxin
    MM
    Item B
    Traits:
    Liquid
    Poison
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Knowledge
    Craft 5
    Banish this card to reduce Poison damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
    Embalming Parlor Card 10:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

    Location #3: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Sepulcher of the Servant Card 1:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Sepulcher of the Servant Card 2:
    Trapped Locker
    MM
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.
    Sepulcher of the Servant Card 3:
    Quicksand Bunyip
    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Sepulcher of the Servant Card 4:
    Detect Undead
    MM
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 5
    During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 5:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Sepulcher of the Servant Card 6:
    Ghoul
    MM
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Sepulcher of the Servant Card 7:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    Sepulcher of the Servant Card 8:
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Sepulcher of the Servant Card 9:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Sepulcher of the Servant Card 10:
    Filter Hood
    MM
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

    Location #4: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Stonework Passages Card 2:
    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.
    Stonework Passages Card 3:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.
    Stonework Passages Card 4:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Stonework Passages Card 5:
    Armored Kilt
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
    Stonework Passages Card 6:
    Cure
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Stonework Passages Card 7:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Stonework Passages Card 8:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
    Stonework Passages Card 9:
    Stavros Nightcrescent
    None
    Villain 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Wisdom
    Charisma 6
    THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.
    Stonework Passages Card 10:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Location #5: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Crypt Card 2:
    Compass
    MM
    Item B
    Traits:
    Object
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
    Discard this card to explore your location.
    Crypt Card 3:
    Collapsing Scaffolding
    MM
    Barrier B
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
    Crypt Card 4:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
    Crypt Card 5:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
    Crypt Card 6:
    Velriana Unborn
    MM
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Crypt Card 7:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
    Crypt Card 8:
    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.
    Crypt Card 9:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 10:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Location #6: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, NokNok/Matsu_Kurisu, None
    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    Smoked Glass Goggles
    MM
    Item B
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    Peasant Tombs Card 3:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Peasant Tombs Card 4:
    Sabina Karthis
    None
    Henchman 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Combat 15
    Diplomacy 11
    Sabina Karthis is immune to the Mental and Poison traits.
    While you act, before any character plays a card, he must recharge a card.
    If undefeated, bury your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Peasant Tombs Card 5:
    Falcata
    MM
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Peasant Tombs Card 6:
    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.

  • Dark Archive

    Deck handler link

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

    Out of turn updates
    NokNok recharges Orison for Kasmir/Bigguyinblack

    Hour = 2 NokNok/Matsu_Kurisu: Blessing of Wadjet: Free explore allowed

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

    Give: No
    Move: No

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

    Free explore = 1: Dark Stalker, Monster 2: Combat 14(12+2)

    Spoiler:
    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.
    Reveal Elven Curve Blade 1d8+1+1d10, (#Barriers+1) +3, Finesse +1d4
    Combat 14/17: 1d8 + 1 + 1d10 + 3 + 1d4 ⇒ (6) + 1 + (3) + 3 + (3) = 16 Recharge td Stained Glass Elemental +3 = 19. Banished, no AYA damage

    Discard Sorrowsoul, explore, +1 on any 1 or 2 = 2: Smoked Glass Goggles, Item B: Intelligence 6
    [spoiler]Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.


    Intelligence 1d4, (#Monsters+1d4) +2+1d4
    Intelligence 6: 1d4 + 2 + 1d4 ⇒ (2) + 2 + (3) = 7 +1 Sorrowsoul, = 8 = Acquired

    End of Turn

    Recovery

    Reset
    Discard
    Draw Menacing Backsword +1, Dagger

    Summary
    Location = Peasant Tombs
    Acquired = 2: Smoked Glass Goggles
    Banished = 1: Dark Stalker,
    Examined =
    Added =

    Displayed =

    Added =

    Displayed =

    From Box =

    Give =
    Used =

    Other =

    "

    Nok-Nok wrote:

    Hand: Elven Curve Blade, Menacing Backsword +1, Dagger, ac Smoked Glass Goggles, Prayer,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Distant: Saving Prayer for close. Any other 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 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, add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2 cards you would discard as damage.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    The hour of Abadar (no basic trait)
    Draw two new monsters from the box: Geniekin (M0) & Acid Mantis (M1).
    Remain at Catacombs.

    Display Ahtez.
    Explore:

    Hyena:
    MM
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Ahtez attacks with Cold and Melee! Location adds a die.
    Combat 9: 2d10 + 4 + 2 ⇒ (5, 10) + 4 + 2 = 21 defeated & banished

    Discard BotSpy to explore:

    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.
    Ahtez attacks! Location and BotSpy both add a die.
    Combat 9+#=11: 3d10 + 4 + 2 ⇒ (6, 3, 2) + 4 + 2 = 17 defeated & banished

    Discard Slip to examine top card:

    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.
    No weapons, armors or items in hand to shuffle into location.
    Banish Geniekin to use Stealth for Slip check.
    Intelligence (Stealth) 7: 1d10 + 4 ⇒ (3) + 4 = 7 success
    Keep barrier on top and encounter. Send Disable Mechanism to recovery to add 2d8.
    Disable (Stealth) 6+#=8: 1d4 + 2d8 ⇒ (4) + (8, 6) = 18 defeated by >4
    Draw new Item from the box: Osirion History Guide (I0).

    Discard BotGods to explore:

    Torch:
    MM
    Weapon C
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic
    To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.
    Intelligence 4: 1d8 ⇒ 7 acquired

    Bury Torch to explore:

    Corrosion:
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Acid
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Discard this card to add 1 die to any check to defeat a barrier.
    Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
    Arcane 7: 1d10 + 3 ⇒ (9) + 3 = 12 acquired

    End turn. Attempt recovery:
    Disable Mechanism - Arcane 12: 1d10 + 3 ⇒ (9) + 3 = 12 recharged
    Reset hand, discarding Osirion History Guide.

    Zetha wrote:

    Hand: Stone Skin, Good Omen (c), Bound Magma Spirit, Blessing of Abadar, Commune (acq), Corrosion (acq),

    Displayed: Ahtez (Cohort),
    Deck: 9 Discard: 4 Buried: 1
    Current Location: Catacombs
    Unused Hero Points: 0
    NOTES:
    Available Support: Stone Skin, Good Omen, Corrosion and Blessing available.
    Other: Dice Re-Roll Used for 2E?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Metamorph, Invisibility (c), Cockroach Coat, Blessing of Pharasma, Staff of Minor Healing, Eloquence, Black Spot
    Recharged: Bound Imp, Disable Mechanism (loot),
    Discard Pile: Blessing of the Spy, Slip, Blessing of the Gods, Osirion History Guide (acq),
    Buried Pile: Torch (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:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([X2] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X1] or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).

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

    At the start of Aric's turn, bury & banish Commune to draw a new Blessing from the box: BotElements.


    During This Adventure:

  • The scourge die is 1d6.
  • When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor
  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

    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!"

    During This Scenario:

  • Cohort: Cordelia Perseis
  • Treat the villains Amadjawet and Velriana Unborn as henchmen
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

    Additional Rules:

    Cohort Cordelia Perseis:

    Traits: Aristocrat Human Wizard
    At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

    Story Bane Details

    Stavros Nightcrescent (Villain):

    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Wisdom Charisma 6 THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile.
    Sabina Karthis (Henchman):

    Henchman
    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Combat 15 Diplomacy 11
    Sabina Karthis is immune to the Mental and Poison traits. While you act, before any character plays a card, he must recharge a card. If undefeated, bury your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
    Velriana Unborn (Henchman):

    Type: Monster
    Traits: Undead Wizard Aristocrat
    To Defeat: Combat 14
    Velriana Unborn is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Amadjawet (Henchman):

    Type: Monster
    Traits: Undead Mummy
    To Defeat: Combat 16
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8. After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Senenmerek (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Skeleton Cleric
    To Defeat: Combat 11 OR Charisma Diplomacy 8
    Senenmerek is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 4. If defeated, you may immediately attempt to close the location this henchman came from; if you succeed, display this card next to the scenario. While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.
    Bheg (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Ghoul Alchemist Poison
    To Defeat: Combat 12 THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage. If undefeated, end your turn. If defeated, you may draw a random item that has the Alchemical trait from the box.

    Scenario Level (#): 2

    Turn: 4, Aric/Gimry

    Random Cards:

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

    Spoiler:
    Yellow Jelly
    MM
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If the check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Spoiler:
    Shock Toad
    MM
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

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

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

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

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

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

    Spoiler:
    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:
    Camouflaged Pit Trap
    MM
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
    If defeated, you may explore your location.

    Weapons
    Spoiler:
    Torch
    MM
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic
    To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

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

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

    Spoiler:
    Explorer's Staff
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

    Spoiler:
    Khopesh
    MM
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.

    Spells
    Spoiler:
    Elemental Treaty
    MM
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Unshakable Chill
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Unshakable Chill
    MM
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. 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 6 check to recharge it instead.

    Armors
    Spoiler:
    Crocodile Skin Armor
    MM
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

    Spoiler:
    Scarab Buckler
    MM
    Loot B
    Type: Armor
    Traits:
    Shield
    Alchemical
    Healing
    To Acquire:
    None
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
    Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

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

    Spoiler:
    Splint Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Spoiler:
    Crocodile Skin Shield
    MM
    Armor C
    Traits:
    Shield
    Offhand
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.

    Items
    Spoiler:
    Acid Flask
    MM
    Item B
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Spoiler:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.

    Spoiler:
    Flame Staff
    MM
    Item C
    Traits:
    Staff
    Attack
    Fire
    Magic
    Basic
    To Acquire:
    Arcane
    Divine 4
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

    Spoiler:
    Ring of the Godless
    MM
    Item B
    Traits:
    Accessory
    Magic
    To Acquire:
    Wisdom 5
    During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.

    Spoiler:
    Crowbar
    MM
    Item C
    Traits:
    Tool
    Basic
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check, or your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    Allies
    Spoiler:
    Hyaenodon
    MM
    Ally B
    Traits:
    Trigger
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
    When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
    Discard this card to examine the top card of your location deck. Then you may explore your location.

    Spoiler:
    Porcupine
    MM
    Ally B
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 7
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Spoiler:
    Caravan Guard
    MM
    Ally B
    Traits:
    Human
    Hireling
    Elite
    To Acquire:
    Bury an armor
    OR Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee or Ranged Combat check.
    Banish this card to reduce Combat damage dealt to you by 3.
    Discard this card to explore your location.

    Spoiler:
    Pard
    MM
    Ally C
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 10
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check by a character at another location.
    Discard this card to examine the top card of another location deck. If it is a non-villain, non-henchman monster, you may place it on top or bottom of its location deck.

    Spoiler:
    Meehr Zet
    MM
    Ally B
    Traits:
    Dwarf
    Aristocrat
    Hireling
    To Acquire:
    Charisma
    Diplomacy 7
    Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile.
    Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy 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 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.

    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.

    Hour Power:

    Current Hour:

    Blessing of Maat:
    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.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Kasmir/Bigguyinblack
    Sovereign Court Favor
    None
    Favor 2
    Traits:
    While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
    Hourglass Card 2 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 NokNok/Matsu_Kurisu
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 3 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 3 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 4 Aric/Gimry:
    Spoiler:
    Hourglass Card 4 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 5 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Kasmir/Bigguyinblack
    Blessing of 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.
    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 Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 8 Aric/Gimry:
    Spoiler:
    Hourglass Card 8 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 9 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Kasmir/Bigguyinblack
    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 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 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 11 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 11 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 12 Aric/Gimry:
    Spoiler:
    Hourglass Card 12 Aric/Gimry
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 14 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 NokNok/Matsu_Kurisu
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 15 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 15 Zetha/WilderRedbeard
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 16 Aric/Gimry:
    Spoiler:
    Hourglass Card 16 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 17 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 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 18 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 18 NokNok/Matsu_Kurisu
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 19 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 19 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 20 Aric/Gimry:
    Spoiler:
    Hourglass Card 20 Aric/Gimry
    Blessing of the 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 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Kasmir/Bigguyinblack
    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.
    Hourglass Card 22 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 NokNok/Matsu_Kurisu
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 23 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 24 Aric/Gimry:
    Spoiler:
    Hourglass Card 24 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 25 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 26 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 26 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.

    Location #1: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/WilderRedbeard, None

    Catacombs Card 1:
    Hepsushep
    MM
    Barrier 2
    Traits:
    Obstacle
    Lamia
    Elite
    To Defeat:
    Stealth
    Charisma
    Diplomacy 8
    OR Combat 15
    If undefeated, put this card on top of your location deck.
    If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
    Catacombs Card 2:
    Tussah Silk Coat
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armor, bury it instead.
    Catacombs Card 3:
    Amadjawet
    MM
    Villain 2
    Type: Monster
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 16
    Amadjawet is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Catacombs Card 4:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Catacombs Card 5:
    Staff of Focus
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Location #2: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Aric/Gimry, None
    Embalming Parlor Card 1:
    Plague Zombie
    MM
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Embalming Parlor Card 2:
    Cure
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Embalming Parlor Card 3:
    Crowbar
    MM
    Item B
    Traits:
    Tool
    Basic
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
    Embalming Parlor Card 4:
    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.
    Embalming Parlor Card 5:
    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.
    Embalming Parlor Card 6:
    Senenmerek
    MM
    Henchman 1
    Type: Monster
    Traits:
    Undead
    Skeleton
    Cleric
    To Defeat:
    Combat 11
    OR Charisma
    Diplomacy 8
    Senenmerek is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 4.
    If defeated, you may immediately attempt to close the location this henchman came from; if you succeed, display this card next to the scenario. While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.
    Embalming Parlor Card 7:
    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.
    Embalming Parlor Card 8:
    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.
    Embalming Parlor Card 9:
    Antitoxin
    MM
    Item B
    Traits:
    Liquid
    Poison
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Knowledge
    Craft 5
    Banish this card to reduce Poison damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
    Embalming Parlor Card 10:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

    Location #3: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Sepulcher of the Servant Card 1:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Sepulcher of the Servant Card 2:
    Trapped Locker
    MM
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.
    Sepulcher of the Servant Card 3:
    Quicksand Bunyip
    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Sepulcher of the Servant Card 4:
    Detect Undead
    MM
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 5
    During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 5:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Sepulcher of the Servant Card 6:
    Ghoul
    MM
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Sepulcher of the Servant Card 7:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    Sepulcher of the Servant Card 8:
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Sepulcher of the Servant Card 9:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Sepulcher of the Servant Card 10:
    Filter Hood
    MM
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

    Location #4: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Stonework Passages Card 2:
    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.
    Stonework Passages Card 3:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.
    Stonework Passages Card 4:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Stonework Passages Card 5:
    Armored Kilt
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
    Stonework Passages Card 6:
    Cure
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Stonework Passages Card 7:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Stonework Passages Card 8:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
    Stonework Passages Card 9:
    Stavros Nightcrescent
    None
    Villain 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Wisdom
    Charisma 6
    THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.
    Stonework Passages Card 10:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Location #5: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Crypt Card 2:
    Compass
    MM
    Item B
    Traits:
    Object
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
    Discard this card to explore your location.
    Crypt Card 3:
    Collapsing Scaffolding
    MM
    Barrier B
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
    Crypt Card 4:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
    Crypt Card 5:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
    Crypt Card 6:
    Velriana Unborn
    MM
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Crypt Card 7:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
    Crypt Card 8:
    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.
    Crypt Card 9:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 10:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Location #6: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, NokNok/Matsu_Kurisu, None
    Peasant Tombs Card 1:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Peasant Tombs Card 2:
    Sabina Karthis
    None
    Henchman 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Combat 15
    Diplomacy 11
    Sabina Karthis is immune to the Mental and Poison traits.
    While you act, before any character plays a card, he must recharge a card.
    If undefeated, bury your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Peasant Tombs Card 3:
    Falcata
    MM
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Peasant Tombs Card 4:
    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.


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Maat
    Hour Power:No effect.
    Location: Embalming Parlor
    Location Power:Recharge an item to add the Acid, Cold, or Poison trait to any check.
    Adventure Powers:

  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
    Scenario Powers:
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

    Start of Turn: Switch to Red Raven

    End of Move Examine - Plague Zombie
    Swap Rapier with Menacing Backsword +1

    Blessing is not Basic

    Plague Zombie:

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

    Combat 11: 1d10 + 5 + 1d6 + 1 ⇒ (6) + 5 + (6) + 1 = 18

    Roll Details:

    Combat(Melee) - 1d10+5
    Menacing Backsword +1 - 1d6+1

    Discard Sorrowsoul to explore (Add 1 for 1s and 2s)

    Cure:

    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Wisdom 6: 1d8 ⇒ 4

    Roll Details:

    Wisdom - 1d8

    End of Turn Examine - Crowbar
    After Examine: Switch to Aric

    "This will not do. I AM not one to be a Vampire. Perhaps, I can find something in the Embalming Parlor to deal with this thing."

    As I enter the parlor, I don't see anything immediately useful, but I do run into something that apparently didn't quite finish getting embalmend.

    "

    Aric wrote:

    Hand: Scorpion Whip, Menacing Backsword +1, Thieves' Tools, Quick-Change Mask, Lookout, Blessing of the Spy,

    Displayed:
    Current Location: Embalming Parlor
    Kit: Mask of the Red Raven, Rapier, Psych (Psychic Detective),
    Deck: 10 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-2E? N
    Hero Points: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dredge, Captain's Cutlass, Blessing of the Spy (2), Hypnotist's Locket, Red Leathers, Marianix Karn, Bob (Dandy Brute), Fencer, Blessing of the Ancients, Lockpick Shield
    Recharged:
    Discard Pile: Sorrowsoul,
    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, 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.

    "

    End of Turn Summary
    Banished top 2 cards of the Parlor


  • deck handler

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

    Sovereign Court Favor: While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box. Not basic.

    Move to Embalming Parlor.

    Embalming Parlor Card 3: Crowbar:

    MM
    Item B
    Traits:
    Tool
    Basic
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    strength 3 aided by hour: 1d4 + 1d12 ⇒ (3) + (9) = 12

    Draw random item #2 Ghost Battling Ring. Discard The Marriage to explore.

    Embalming Parlor Card 4: 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.

    perception 6 +4 aided by Aric's Lookout, discarding: 1d8 + 1d6 + 2 ⇒ (5) + (4) + 2 = 11

    Discard Blessing of the Elements to explore.

    Embalming Parlor Card 5: 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.

    perception 8 aided by the hour, aided by Aric's Lookout: 1d8 + 1d12 + 1d6 + 2 ⇒ (3) + (7) + (6) + 2 = 18

    Draw random blessing #1 Blessing of the Ancients. Discard Blessing of Nethys to examine card 6 Senenmerek and card 7 Blessing of Wadjet. Leave them like that and explore.

    Embalming Parlor Card 6: Senenmerek:

    MM
    Henchman 1
    Type: Monster
    Traits:
    Undead
    Skeleton
    Cleric
    To Defeat:
    Combat 11
    OR Charisma
    Diplomacy 8
    Senenmerek is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 4.
    If defeated, you may immediately attempt to close the location this henchman came from; if you succeed, display this card next to the scenario. While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.

    combat 11 casting Fiery Glare (Core): 1d10 + 2d4 + 4 ⇒ (10) + (1, 2) + 4 = 17

    Summon Natron Zombie to close.

    combat 12 +4 casting Frost Ray (Core): 1d10 + 2d6 + 4 ⇒ (7) + (6, 4) + 4 = 21

    AYA bury Blessing of the Elements from my discard pile.

    Leech myself: 1d4 - 1 ⇒ (2) - 1 = 1

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Fiery Glare (Core): Arcane 7: 1d10 + 4 ⇒ (6) + 4 = 10 -> Fiery Glare (Core) recharged.
    Frost Ray (Core): Arcane 9: 1d10 + 4 ⇒ (2) + 4 = 6 -> Frost Ray (Core) discarded.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Ring of Protection (Core), Crowbar, The Foreign Trader, Cordelia Perseis, Locate Object (Core), Blessing of the Ancients, Ghost Battling Ring,

    Displayed: Daji, Curse of Daybane,
    Deck: 11 Discard: 4 Buried: 1
    "Current Location: Embalming Parlor
    Hero Points: 3"
    "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 Daybane: 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.

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

    Blessing of the Ancients: Discard this card to add 1 die to any check. Recharge if the hour is tier 0.
    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): Bound Imp (Core), Good Omen (Core), Staff of Minor Healing (Core), Acid Burst, The Marriage, Cure, Crow (Core), Game of Afterlife, Leech, Force Missile (Core)
    Recharged: Fiery Glare (Core),
    Discard Pile: Falto, Mahga Threefingers, Blessing of Nethys, Frost Ray (Core),
    Buried Pile: Blessing of the Elements,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2"
    "Perception Wisdom +2"
    Daji: Arcane: Intelligence +2
    Daji: Craft: Intelligence +2

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.

    Embalming Parlor cards 3 and 5 acquired. Location closed.

    Ghost Battling Ring and random blessing #1 Blessing of the Ancients acquired.

    Dark Archive

    Deck handler link

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

    Out of turn updates

    Hour = 2 NokNok/Matsu_Kurisu: Blessing of the Ancients Bury top card to allow Free explore Thieves' Tools

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

    Give: No
    Move: No

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

    Free explore = 1: Blessing of the Elements, Blessing B: 6

    Spoiler:
    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.

    Constitution 1d10+1
    Constitution 6: 1d10 + 1 ⇒ (8) + 1 = 9 Acquired

    Discard ac Blessing of the Elements explore = 2: Sabina Karthis, Henchman 2: Combat 15

    Spoiler:
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Combat 15 OR Diplomacy 11
    Sabina Karthis is immune to the Mental and Poison traits.
    While you act, before any character plays a card, he must recharge a card.
    If undefeated, bury your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Reveal & discard Elven Curve Blade 1d8+1+1d10+2d4, (#Barriers+1) +3, Finesse +1d4
    Recharging due to Vampire trait(ac Smoked Glass Goggles)
    Combat 15: 1d8 + 1 + 1d10 + 2d4 + 3 + 1d4 ⇒ (8) + 1 + (2) + (4, 4) + 3 + (2) = 24 Banished

    Location #6: Peasant Tombs
    When Closing: Bury a card that has the Divine trait. (Prayer) - CLOSED

    End of Turn

    Recovery

    Reset
    Discard
    Draw Blessing of the Spy (2), Captain's Cutlass, lt Akhentepi's Armor

    Summary
    Location = Peasant Tombs - CLOSED
    Acquired = 1: Blessing of the Elements
    Banished = 2: Sabina Karthis
    Examined =
    Added =

    Displayed =

    Added =

    Displayed =

    From Box =

    Give =
    Used =

    Other =
    "

    Nok-Nok wrote:

    Hand: Menacing Backsword +1, Dagger, Blessing of the Spy (2), Captain's Cutlass, lt Akhentepi's Armor,

    Displayed:
    Deck: 8 Discard: 4 Buried: 2
    Hero Points: 3
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers 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, add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2 cards you would discard as damage.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    During This Adventure:

  • The scourge die is 1d6.
  • When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor
  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

    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!"

    During This Scenario:

  • Cohort: Cordelia Perseis
  • Treat the villains Amadjawet and Velriana Unborn as henchmen
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

    Additional Rules: Senenmerek Displayed: While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.

    Cohort Cordelia Perseis:

    Traits: Aristocrat Human Wizard
    At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

    Story Bane Details

    Stavros Nightcrescent (Villain):

    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Wisdom Charisma 6 THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile.
    Sabina Karthis (Henchman):

    Henchman
    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Combat 15 Diplomacy 11
    Sabina Karthis is immune to the Mental and Poison traits. While you act, before any character plays a card, he must recharge a card. If undefeated, bury your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
    Velriana Unborn (Henchman):

    Type: Monster
    Traits: Undead Wizard Aristocrat
    To Defeat: Combat 14
    Velriana Unborn is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Amadjawet (Henchman):

    Type: Monster
    Traits: Undead Mummy
    To Defeat: Combat 16
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8. After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Senenmerek (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Skeleton Cleric
    To Defeat: Combat 11 OR Charisma Diplomacy 8
    Senenmerek is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 4. If defeated, you may immediately attempt to close the location this henchman came from; if you succeed, display this card next to the scenario. While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.
    Bheg (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Ghoul Alchemist Poison
    To Defeat: Combat 12 THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage. If undefeated, end your turn. If defeated, you may draw a random item that has the Alchemical trait from the box.

    Scenario Level (#): 2

    Turn: 7, Zetha/WilderRedbeard

    Random Cards:

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

    Spoiler:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.

    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:
    Shock Elemental
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9
    The Shock Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait, the difficulty to defeat is increased by 2.

    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.

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

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

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

    Spoiler:
    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:
    Burning Tar
    MM
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage; bury any cards you would discard as damage.

    Weapons
    Spoiler:
    Corrosive Dagger +1
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

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

    Spoiler:
    Kukri
    MM
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    On your combat check, if you played another weapon, discard this card to add 1d4.

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

    Spoiler:
    Khopesh
    MM
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.

    Spells
    Spoiler:
    Mummify Self
    MM
    Spell P
    Traits:
    Magic
    Divine
    To Acquire:
    WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.

    Spoiler:
    Fiery Glare
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Augury
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Crocodile Skin Armor
    MM
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.

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

    Spoiler:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    Armored Kilt
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

    Items
    Spoiler:
    Osirion History Guide
    MM
    Item B
    Traits:
    Book
    Basic
    To Acquire:
    Intelligence
    Wisdom
    Knowledge 3
    Recharge this card to add 1 die to a Wisdom, Knowledge, or Survival non-combat check by a character at your location.

    Spoiler:
    Brilliance of Ra
    MM
    Item B
    Traits:
    Trigger
    Object
    Magic
    Ra
    To Acquire:
    Strength
    Knowledge
    Divine 5
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your Strength non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

    Spoiler:
    Crowbar
    MM
    Item C
    Traits:
    Tool
    Basic
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check, or your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    Spoiler:
    Ring of Rejection
    MM
    Item P
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution 1
    Bury this card to evade your encounter.
    Bury this card to ignore any power on a card that happens when it is examined.
    "No."

    Spoiler:
    Magnifying Glass
    MM
    Item C
    Traits:
    Tool
    Basic
    To Acquire:
    Intelligence
    Perception 4
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck;, then, you may shuffle your deck.

    Allies
    Spoiler:
    Hyaenodon
    MM
    Ally B
    Traits:
    Trigger
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
    When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
    Discard this card to examine the top card of your location deck. Then you may explore your location.

    Spoiler:
    Tomb Raider
    MM
    Ally B
    Traits:
    Human
    Rogue
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Spoiler:
    Caravan Guard
    MM
    Ally B
    Traits:
    Human
    Hireling
    Elite
    To Acquire:
    Bury an armor
    OR Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee or Ranged Combat check.
    Banish this card to reduce Combat damage dealt to you by 3.
    Discard this card to explore your location.

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

    Spoiler:
    Camel
    MM
    Ally B
    Traits:
    Animal
    Mount
    Basic
    To Acquire:
    Wisdom
    Survival 7
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

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

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

    Spoiler:
    Blessing of 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 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: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/Gimry:
    Spoiler:
    Hourglass Card 1 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 2 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Kasmir/Bigguyinblack
    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.
    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 Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    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 Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 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 Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 11 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 NokNok/Matsu_Kurisu
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 12 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 12 Zetha/WilderRedbeard
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 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 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 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 NokNok/Matsu_Kurisu
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 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 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 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.
    Hourglass Card 19 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 NokNok/Matsu_Kurisu
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 20 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 21 Aric/Gimry:
    Spoiler:
    Hourglass Card 21 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 22 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 23 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 23 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.

    Location #1: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/WilderRedbeard, None

    Catacombs Card 1:
    Hepsushep
    MM
    Barrier 2
    Traits:
    Obstacle
    Lamia
    Elite
    To Defeat:
    Stealth
    Charisma
    Diplomacy 8
    OR Combat 15
    If undefeated, put this card on top of your location deck.
    If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
    Catacombs Card 2:
    Tussah Silk Coat
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armor, bury it instead.
    Catacombs Card 3:
    Amadjawet
    MM
    Villain 2
    Type: Monster
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 16
    Amadjawet is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Catacombs Card 4:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Catacombs Card 5:
    Staff of Focus
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Location #2: Embalming Parlor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/Gimry, Kasmir/Bigguyinblack, None

    Location #3: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Sepulcher of the Servant Card 1:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Sepulcher of the Servant Card 2:
    Trapped Locker
    MM
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.
    Sepulcher of the Servant Card 3:
    Quicksand Bunyip
    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Sepulcher of the Servant Card 4:
    Detect Undead
    MM
    Spell 1
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 5
    During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 5:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Sepulcher of the Servant Card 6:
    Ghoul
    MM
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Sepulcher of the Servant Card 7:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    Sepulcher of the Servant Card 8:
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Sepulcher of the Servant Card 9:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Sepulcher of the Servant Card 10:
    Filter Hood
    MM
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

    Location #4: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Stonework Passages Card 1:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Stonework Passages Card 2:
    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.
    Stonework Passages Card 3:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.
    Stonework Passages Card 4:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Stonework Passages Card 5:
    Armored Kilt
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
    Stonework Passages Card 6:
    Cure
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Stonework Passages Card 7:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Stonework Passages Card 8:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
    Stonework Passages Card 9:
    Stavros Nightcrescent
    None
    Villain 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Wisdom
    Charisma 6
    THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.
    Stonework Passages Card 10:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Location #5: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Crypt Card 2:
    Compass
    MM
    Item B
    Traits:
    Object
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
    Discard this card to explore your location.
    Crypt Card 3:
    Collapsing Scaffolding
    MM
    Barrier B
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
    Crypt Card 4:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
    Crypt Card 5:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
    Crypt Card 6:
    Velriana Unborn
    MM
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Crypt Card 7:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
    Crypt Card 8:
    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.
    Crypt Card 9:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 10:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Location #6: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: NokNok/Matsu_Kurisu, None


  • Zetha's Deck Handler

    The hour of the Ancients (basic blessing)
    Draw two new monsters from the box: Dark Stalker (M2) & Magma Spirit (M0).
    Remain at Catacombs.

    Discard BotElements to explore:

    Hepsushep:
    MM
    Barrier 2
    Traits:
    Obstacle
    Lamia
    Elite
    To Defeat:
    Stealth
    Charisma
    Diplomacy 8
    OR Combat 15
    If undefeated, put this card on top of your location deck.
    If defeated, you may examine the top 3 cards of your location deck and put them back in any order.
    Banish Magma Spirit to use Stealth. Send Corrosion to recovery to add a die.
    Diplomacy (Stealth) 8: 2d10 + 4 ⇒ (7, 6) + 4 = 17 defeated
    Examine top 3 cards of Catacombs: Tussah Silk Coat (Ar0), Amadjawet (Villain Henchman Monster 2), Bonecrusher Hyenamaster (M0) - TRIGGER
    Encounter the Hyenamaster, difficulty increased by 3.
    Bonecrusher Hyenamaster:
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Ahtez attacks! Bury Bound Magma Spirit to add 1d4+Fire
    Combat 9+3=12: 1d10 + 4 + 2 + 1d4 ⇒ (4) + 4 + 2 + (2) = 12 success
    Ahtez attacks again! Discard BoAbadar to bless.
    Combat 9+3=12: 2d10 + 4 + 2 ⇒ (10, 1) + 4 + 2 = 17 defeated
    Bound Magma Spirit recharge - Arcane 6: 1d10 + 4 ⇒ (7) + 4 = 11 recharged
    Place Amadjawet on top of the location then Tussah Silk Coat.

    End turn.
    Corrosion - Arcane 9: 1d10 + 4 ⇒ (10) + 4 = 14 recharged
    Reset hand.

    Zetha wrote:

    Hand: Stone Skin, Good Omen (c), Invisibility (c), Metamorph, Cockroach Coat, Dark Stalker (M2),

    Displayed: Ahtez (Cohort),
    Deck: 8 Discard: 6 Buried: 2
    Current Location: Catacombs
    Unused Hero Points: 0
    NOTES:
    Available Support: Stone Skin and Good Omen available.
    Other: Dice Re-Roll Used for 2E?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Black Spot, Staff of Minor Healing, Eloquence
    Recharged: Bound Imp, Disable Mechanism (loot), Bound Magma Spirit, Corrosion (acq),
    Discard Pile: Blessing of the Spy, Slip, Blessing of the Gods, Osirion History Guide (acq), Blessing of the Elements (acq), Blessing of Abadar,
    Buried Pile: Torch (acq), Commune (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:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([X2] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X1] or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).

    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 Ancients
    Hour Power:No effect.
    Location: Embalming Parlor
    Location Power:Recharge an item to add the Acid, Cold, or Poison trait to any check.
    Adventure Powers:

  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
    Scenario Powers:
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

    Start of Turn: Switch to Red Raven
    Move to Sepulcher of the Servant

    End of Move Examine - Magma Spirit

    Basic Blessing is the hour, so discard BotSpy to explore and bless all checks

    Magma Spirit:

    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.

    Discard Scorpion whip as damage

    Combat 9: 1d10 + 5 + 1d6 + 1 + 1d10 ⇒ (3) + 5 + (1) + 1 + (9) = 19

    Roll Details:

    Combat(Melee) - 1d10+5
    Menacing Backsword +1 - 1d6+1
    Blessed - 1d10

    End of Turn Examine - Trapped Locker
    After Examine: Switch to Aric

    As I ponder my next move, Kasmir comes rushing over. In a burst of excitement, they quickly rummage through the Embalming Parlor until they run smack dab into the skeleton in charge. As the witch slings fire and ice at the undead, I exclaim.

    "Ah, yes! Good show ole chap! Not quite how the great Red Raven would have done it, but good show none the less. I am afraid our time here is through and I must meet the Red Raven over at the Sepulcher. Do take care of yourself."

    "

    Aric wrote:

    Hand: Menacing Backsword +1, Thieves' Tools, Quick-Change Mask, Bob (Dandy Brute), Lookout, Marianix Karn,

    Displayed:
    Current Location: Embalming Parlor
    Kit: Mask of the Red Raven, Rapier, Psych (Psychic Detective),
    Deck: 8 Discard: 3 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-2E? N
    Hero Points: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients, Blessing of the Spy (2), Lockpick Shield, Captain's Cutlass, Dredge, Fencer, Hypnotist's Locket, Red Leathers
    Recharged:
    Discard Pile: Sorrowsoul, Scorpion Whip, Blessing of the Spy,
    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, 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.

    "

    End of Turn Summary
    Moved to Sepulcher of the Servant.
    Banished top card of Sepulcher
    Examined Card 2 of Sepulcher


  • deck handler

    Blessing of Nethys in effect. Not basic.

    Move to Sepulcher of the Servant.

    Sepulcher of the Servant Card 2: Trapped Locker:

    MM
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.

    dexterity 9 revealing and sending Crowbar to recovery: 3d6 ⇒ (4, 2, 4) = 10

    Draw random armor #1 Crocodile Skin Armor. Cast Locate Object. Card 3 Quicksand Bunyip Trigger, Card 4 Detect Undead.

    Electricity damage from Quicksand Bunyip: 1d4 ⇒ 1

    Reveal Ring of Protection (Core) to prevent it. Quicksand Bunyip is shuffled into the location. Encounter and banish Detect Undead. End turn and examine the top card with Cordelia Perseis

    discard Crocodile Skin Armor to heal Aric: 1d4 + 1 ⇒ (3) + 1 = 4

    examined card random from the top: 1d7 ⇒ 5 Card 8 Blessing of Ra.

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Crowbar: Strength 3: 1d4 ⇒ 2 -> Crowbar discarded.
    Locate Object (Core): Arcane 8: 1d10 + 4 ⇒ (2) + 4 = 6 -> Locate Object (Core) discarded.

    Kasmir resets their hand.

    Sepulcher of the Servant cards 2 and 4 banished. Card 8 examined on top of location.

    Random Armor #1 Crocodile Skin Armor acquired.

    Dark Archive

    Deck handler link

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

    Out of turn updates

    Hour = 3 NokNok/Matsu_Kurisu: Blessing of the Elements Bury top card to allow Free explore Marianix Karn

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

    Give: No
    Move: STONEWORK PASSAGES : M:2 B:3 W:1

    At This Location: Damage dealt to you is reduced by 1.

    Free explore = 1: Crystal Stalker, Monster 1: Combat 9

    Spoiler:
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Reveal Menacing Backsword +1 1d8+1+1d6+1, (#Barriers+1) +4, Finesse +1d4, Recharge Dagger +1d4
    Combat 9: 1d8 + 1 + 1d6 + 1 + 4 + 1d4 + 1d4 ⇒ (5) + 1 + (2) + 1 + 4 + (3) + (4) = 20 Banished

    Discard Blessing of the Spy (2), explore +1d = 2: Blessing of Bastet, Blessing B: Stealth 8

    Spoiler:
    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.

    Stealth 1d8+3, Blessing of the Spy +1d8
    Stealth 8: 1d8 + 3 + 1d8 ⇒ (8) + 3 + (8) = 19 Acquired

    End of Turn

    Recovery

    Reset
    Discard
    Draw Burglar

    Summary
    Location = STONEWORK PASSAGES
    Acquired = 2: Blessing of Bastet
    Banished = 1: Crystal Stalker
    Examined =
    Added =

    Displayed =

    Added =

    Displayed =

    From Box =

    Give =
    Used =

    Other =

    "

    Nok-Nok wrote:

    Hand: Menacing Backsword +1, Captain's Cutlass, lt Akhentepi's Armor, ac Blessing of Bastet, Burglar,

    Displayed:
    Deck: 7 Discard: 5 Buried: 3
    Hero Points: 3
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers 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, add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2 cards you would discard as damage.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    deck handler

    Forgot my hand update.

    Kasmir wrote:

    Hand: Ring of Protection (Core), Force Missile (Core), The Foreign Trader, Cordelia Perseis, Cure, Blessing of the Ancients, Ghost Battling Ring,

    Displayed: Daji, Curse of Daybane,
    Deck: 9 Discard: 7 Buried: 1
    "Current Location: Sepulcher of the Servant
    Hero Points: 3"
    "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 Daybane: 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.

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

    Blessing of the Ancients: Discard this card to add 1 die to any check. Recharge if the hour is tier 0.
    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): Staff of Minor Healing (Core), Good Omen (Core), Bound Imp (Core), The Marriage, Leech, Game of Afterlife, Crow (Core), Acid Burst
    Recharged: Fiery Glare (Core),
    Discard Pile: Falto, Mahga Threefingers, Blessing of Nethys, Frost Ray (Core), Crocodile Skin Armor, Crowbar, Locate Object (Core),
    Buried Pile: Blessing of the Elements,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2"
    "Perception Wisdom +2"
    Daji: Arcane: Intelligence +2
    Daji: Craft: Intelligence +2

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.


    Aric Deck Handler

    OFF-TURN ACTIONS:
    Heal all cards in my discard pile. Thanks Kasmir!

    "

    Aric wrote:

    Hand: Menacing Backsword +1, Thieves' Tools, Quick-Change Mask, Bob (Dandy Brute), Lookout, Marianix Karn,

    Displayed:
    Current Location: Embalming Parlor
    Kit: Mask of the Red Raven, Rapier, Psych (Psychic Detective),
    Deck: 11 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-2E? N
    Hero Points: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fencer, Lockpick Shield, Red Leathers, Sorrowsoul, Hypnotist's Locket, Blessing of the Spy, Scorpion Whip, Blessing of the Spy (2), Dredge, Blessing of the Ancients, Captain's Cutlass
    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, 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.

    "


    Zetha's Deck Handler

    The hour of Bastet (not basic)
    Draw one new monster from the box: Scarab Swarm (M0).
    Remain at Catacombs.

    Display Cockroach Coat.
    Explore:

    Amadjawet:
    MM
    Villain Henchman 2
    Type: Monster
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 16
    Amadjawet is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Ahtez attacks! Cockroach Coat adds 1d4, location adds a die for Cold trait, send Invisibility to recovery to add 2d10.
    Combat 16: 4d10 + 4 + 2 + 1d4 ⇒ (8, 2, 1, 6) + 4 + 2 + (2) = 25 defeated
    Banish Scarab Swarm to use Stealth for AYA check. Cockroach Coat adds 1d4.
    Constitution (Stealth) 9: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (2) = 11 success
    Attempt to close location. Banish Dark Stalker to use Stealth. Cockroach Coat adds 1d4.
    Wisdom (Stealth) 4+#=6: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (4) = 13 success
    Catacombs closed. Set aside all boons and return them to the location after it is closed per Amadjawet's power: Tussah Silk Coat (Ar0) & Staff of Focus (W0).

    End turn. Attempt recovery:
    Invisibility - Arcane 9: 1d10 + 3 ⇒ (7) + 3 = 10 recharged
    Reset hand.

    Zetha wrote:

    Hand: Stone Skin, Good Omen (c), Black Spot, Eloquence, Metamorph, Blessing of Pharasma,

    Displayed: Ahtez (Cohort), Cockroach Coat,
    Deck: 6 Discard: 6 Buried: 2
    Current Location: Catacombs
    Unused Hero Points: 0
    NOTES:
    Available Support: Stone Skin, Good Omen, Black Spot, Eloquence & Blessing available.
    Other: Dice Re-Roll Used for 2E?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing
    Recharged: Bound Imp, Disable Mechanism (loot), Bound Magma Spirit, Corrosion (acq), Invisibility (c),
    Discard Pile: Blessing of the Spy, Slip, Blessing of the Gods, Osirion History Guide (acq), Blessing of the Elements (acq), Blessing of Abadar,
    Buried Pile: Torch (acq), Commune (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:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([X2] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X1] or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).

    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.


    Zetha gets a random animal ally from closing the catacombs:

    Hyaenodon:

    Ally
    Traits: Trigger Animal Elite
    To Acquire: Wisdom Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card. When you defeat a monster, you may reveal this card to recharge a random card from your discard pile. Discard this card to examine the top card of your location deck. Then you may explore your location.

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

    During This Adventure:

  • The scourge die is 1d6.
  • When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor
  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

    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!"

    During This Scenario:

  • Cohort: Cordelia Perseis
  • Treat the villains Amadjawet and Velriana Unborn as henchmen
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

    Additional Rules: Senenmerek Displayed: While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.

    Cohort Cordelia Perseis:

    Traits: Aristocrat Human Wizard
    At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

    Story Bane Details

    Stavros Nightcrescent (Villain):

    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Wisdom Charisma 6 THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile.
    Sabina Karthis (Henchman):

    Henchman
    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Combat 15 Diplomacy 11
    Sabina Karthis is immune to the Mental and Poison traits. While you act, before any character plays a card, he must recharge a card. If undefeated, bury your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
    Velriana Unborn (Henchman):

    Type: Monster
    Traits: Undead Wizard Aristocrat
    To Defeat: Combat 14
    Velriana Unborn is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Amadjawet (Henchman):

    Type: Monster
    Traits: Undead Mummy
    To Defeat: Combat 16
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8. After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Senenmerek (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Skeleton Cleric
    To Defeat: Combat 11 OR Charisma Diplomacy 8
    Senenmerek is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 4. If defeated, you may immediately attempt to close the location this henchman came from; if you succeed, display this card next to the scenario. While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.
    Bheg (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Ghoul Alchemist Poison
    To Defeat: Combat 12 THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage. If undefeated, end your turn. If defeated, you may draw a random item that has the Alchemical trait from the box.

    Scenario Level (#): 2

    Turn: 12, Aric/Gimry

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

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

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

    Barriers
    Spoiler:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

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

    Spoiler:
    Alchemical Gas
    MM
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    Spoiler:
    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.

    Spoiler:
    Poison Spiked Pit Trap
    MM
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    If defeated, you may explore your location.

    Weapons
    Spoiler:
    Flaming Heavy Pick +1
    MM
    Weapon B
    Traits:
    Pick
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 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. If any d6 rolled on this check is a 6, count it as 7.

    Spoiler:
    Whip
    MM
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

    Spoiler:
    Poisoned Sand Tube
    MM
    Weapon B
    Traits:
    Blowgun
    Ranged
    Poison
    Alchemical
    Elite
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; you may succeed at a Craft 8 check to bury it instead. After you act, each character at this location is dealt 1 Poison damage.

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

    Spoiler:
    Khopesh
    MM
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.

    Spells
    Spoiler:
    Immolate
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Clinging Venom
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spoiler:
    Immolate
    MM
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    Spoiler:
    Unshakable Chill
    MM
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Crocodile Skin Shield
    MM
    Armor B
    Traits:
    Shield
    Offhand
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor.

    Spoiler:
    Armor of the Sands
    MM
    Armor B
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite
    To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2.
    Recharge this card to add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead.

    Spoiler:
    Armored Kilt
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

    Spoiler:
    Vented Plate Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Spoiler:
    Armored Kilt
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

    Items
    Spoiler:
    Flash Freeze
    MM
    Item B
    Traits:
    Liquid
    Cold
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 5
    Banish this card to add 1d12 and the Cold trait to a check that invokes the Construct or Fire trait by a character at your location.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

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

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

    Spoiler:
    Flame Staff
    MM
    Item C
    Traits:
    Staff
    Attack
    Fire
    Magic
    Basic
    To Acquire:
    Arcane
    Divine 4
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

    Spoiler:
    Bladeguard
    MM
    Item B
    Traits:
    Liquid
    Acid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 6
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that invokes the Acid trait.

    Allies
    Spoiler:
    Terhk Fourwinds
    MM
    Ally C
    Traits:
    Half-Orc
    Fighter
    To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to recharge a weapon or an armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move.
    Discard this card to explore your location.

    Spoiler:
    Shock Lizard
    MM
    Ally B
    Traits:
    Animal
    Electricity
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.

    Spoiler:
    Tomb Raider
    MM
    Ally B
    Traits:
    Human
    Rogue
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Spoiler:
    Dhabba
    MM
    Ally B
    Traits:
    Animal
    Poison
    Basic
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Spoiler:
    Aunty
    MM
    Ally C
    Traits:
    Human
    Cleric
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
    Discard this card to examine the top 3 cards of your location deck. Then you may explore your location.

    Blessings
    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 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 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.

    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.

    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: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Kasmir/Bigguyinblack
    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 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 3 Zetha/WilderRedbeard
    Blessing of the 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 Aric/Gimry:
    Spoiler:
    Hourglass Card 4 Aric/Gimry
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 6 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 NokNok/Matsu_Kurisu
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 7 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 7 Zetha/WilderRedbeard
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 8 Aric/Gimry:
    Spoiler:
    Hourglass Card 8 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 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 Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 11 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 11 Zetha/WilderRedbeard
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 12 Aric/Gimry:
    Spoiler:
    Hourglass Card 12 Aric/Gimry
    Blessing of 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 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Kasmir/Bigguyinblack
    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.
    Hourglass Card 14 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 NokNok/Matsu_Kurisu
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 15 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 16 Aric/Gimry:
    Spoiler:
    Hourglass Card 16 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 17 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 18 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 18 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Catacombs
    Closed
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Zetha/WilderRedbeard, Staff of Focus, Tussah Silk Coat (both shuffled)

    Catacombs Card 1:
    Staff of Focus
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
    Catacombs Card 2:
    Tussah Silk Coat
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armor, bury it instead.

    Location #2: Embalming Parlor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Aric/Gimry, Kasmir/Bigguyinblack, Quicksand Bunyip (shuffled), Blessing of Ra (reloaded)

    Sepulcher of the Servant Card 1 (Blessing of Ra):
    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.
    Sepulcher of the Servant Card 2:
    Filter Hood
    MM
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.
    Sepulcher of the Servant Card 3:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Sepulcher of the Servant Card 4:
    Quicksand Bunyip
    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Sepulcher of the Servant Card 5:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Sepulcher of the Servant Card 6:
    Ghoul
    MM
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Sepulcher of the Servant Card 7:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.

    Location #4: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, None
    Stonework Passages Card 1:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.
    Stonework Passages Card 2:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Stonework Passages Card 3:
    Armored Kilt
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
    Stonework Passages Card 4:
    Cure
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Stonework Passages Card 5:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Stonework Passages Card 6:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
    Stonework Passages Card 7:
    Stavros Nightcrescent
    None
    Villain 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Wisdom
    Charisma 6
    THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.
    Stonework Passages Card 8:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Location #5: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Crypt Card 2:
    Compass
    MM
    Item B
    Traits:
    Object
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
    Discard this card to explore your location.
    Crypt Card 3:
    Collapsing Scaffolding
    MM
    Barrier B
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
    Crypt Card 4:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
    Crypt Card 5:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
    Crypt Card 6:
    Velriana Unborn
    MM
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Crypt Card 7:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
    Crypt Card 8:
    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.
    Crypt Card 9:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 10:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Location #6: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of the Ancients
    Hour Power:No effect.
    Location: Embalming Parlor
    Location Power:Recharge an item to add the Acid, Cold, or Poison trait to any check.
    Adventure Powers:

  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
    Scenario Powers:
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

    Start of Turn: Switch to Red Raven
    Move to Crypt

    End of Move Examine - Caryatid Column

    Discard Bob to explore - Basic Hour

    Caryatid Column:

    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

    Combat 12(10+2): 1d10 + 5 + 1d6 + 1 ⇒ (8) + 5 + (4) + 1 = 18

    Roll Details:

    Combat(Melee) - 1d10+5
    Menacing Backsword +1 - 1d6+1

    End of Turn Examine - Compass
    After Examine: Switch to Aric

    While exploring the Sepulcher, Kasmir shows up and drops a quick heal on me.

    "Thanks for the heal Ole Chap! I think you have this under control, I'll head over to the Crypt."

    "

    Aric wrote:

    Hand: Menacing Backsword +1, Thieves' Tools, Quick-Change Mask, Hypnotist's Locket, Lookout, Marianix Karn,

    Displayed:
    Current Location: Crypt
    Kit: Mask of the Red Raven, Rapier, Psych (Psychic Detective),
    Deck: 10 Discard: 1 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-2E? N
    Hero Points: 2

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Ancients, Blessing of the Spy (2), Lockpick Shield, Sorrowsoul, Scorpion Whip, Blessing of the Spy, Fencer, Red Leathers, Dredge, Captain's Cutlass
    Recharged:
    Discard Pile: Bob (Dandy Brute),
    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, 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.

    "

    End of Turn Summary
    Banished the top card of the Crypt


  • deck handler

    Blessing of Nethys in effect. Not basic.

    Sepulcher of the Servant Card 1: 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.

    divine 6 discarding The Foreign Trader to bless: 2d4 + 1d10 ⇒ (2, 1) + (2) = 5

    Recharge Blessing of the Ancients to explore.

    Sepulcher of the Servant Card 2: Filter Hood:

    MM
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.

    Banished.

    use Daji discarding Force Missile (Core) to heal spells: 1d4 ⇒ 1

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

    Eot use Cordelia Perseis to examine the next card: Blessing of Khepri.

    Kasmir wrote:

    Hand: Ring of Protection (Core), Ghost Battling Ring, Cordelia Perseis, Game of Afterlife, Good Omen (Core), Staff of Minor Healing (Core), Mahga Threefingers,

    Displayed: Daji, Curse of Daybane,
    Deck: 10 Discard: 6 Buried: 1
    "Current Location: Sepulcher of the Servant
    Hero Points: 3"
    "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 Daybane: 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.

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

    Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.

    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 Ancients, Bound Imp (Core), Locate Object (Core), Force Missile (Core), Crow (Core), Blessing of Nethys, Fiery Glare (Core), Acid Burst, Leech, The Marriage
    Recharged:
    Discard Pile: Falto, Frost Ray (Core), Crocodile Skin Armor, Crowbar, The Foreign Trader, Cure,
    Buried Pile: Blessing of the Elements,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2"
    "Perception Wisdom +2"
    Daji: Arcane: Intelligence +2
    Daji: Craft: Intelligence +2

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.

    Sepulcher of the Servant cards 1 and 2 banished. Card 3 examined. (Blessing of Khepri).

    Dark Archive

    Deck handler link

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

    Out of turn updates

    Hour = 2 NokNok/Matsu_Kurisu: Blessing of the Elements Bury top card to allow Free explore Priest of Abadar

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

    Give: No
    Move: No

    At This Location: Damage dealt to you is reduced by 1.

    Free explore = 1: The Third Law, Barrier 1: Special

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

    The Third Law is displayed

    Discard Burglar, examine(2: Bonecrusher Wizard, Monster B, Trigger), may explore if boon
    Trigger = When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    2: Bonecrusher Wizard, Monster B: Combat 9

    Spoiler:
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Trigger +3DC
    Recharge lt Akhentepi's Armor to ignore BYA

    Reveal Menacing Backsword +1 1d8+1+1d6+1, (#Barriers+1) +4, Finesse +1d4,
    Combat 12(9+3): 1d8 + 1 + 1d6 + 1 + 4 + 1d4 ⇒ (6) + 1 + (2) + 1 + 4 + (3) = 17 Banished

    After you act, the Bonecrusher Wizard deals 1 Poison damage to you. Location -1 to 0

    End of Turn

    Recovery

    Reset
    Discard
    Draw Harrow Deck, Mouse,

    Summary
    Location = STONEWORK PASSAGES (3-8)
    Acquired =
    Banished = 2: Bonecrusher Wizard
    Examined =
    Added =

    Displayed = 1: The Third Law - Closing trigger

    Added =

    Displayed =

    From Box =

    Give =
    Used =

    Other =

    "

    Nok-Nok wrote:

    Hand: Menacing Backsword +1, Captain's Cutlass, ac Blessing of Bastet, Harrow Deck, Mouse,

    Displayed:
    Deck: 5 Discard: 6 Buried: 4
    Hero Points: 3
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers 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, add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2 cards you would discard as damage.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Zetha's Deck Handler

    Hyaenodon would be added to hand in place of the last drawn card (Black Spot).

    The hour of the Elements (basic trait)
    Draw two new monsters from the box: Desert Trapper (M0) & Geniekin (M0).
    Move to Stonework Passages.

    Discard Metamorph to explore:

    Armored Kilt:
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
    Auto-fail CtA and banish.

    Discard Hyaenodon to explore:

    Cure:
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Banish Desert Trapper to use Stealth. Cockroach Coat adds 1d4.
    Wisdom (Stealth) 6: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (3) = 11 acquired

    Discard BoPharasma to explore:

    Kopis:
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Auto-fail CtA and banish.

    Banish Cure to recovery to heal Nok-Nok: 1d4 + 1 ⇒ (4) + 1 = 5 cards.
    End turn & reset hand (Cure banished from recovery).

    Zetha wrote:

    Hand: Stone Skin, Good Omen (c), Eloquence, Black Spot, Staff of Minor Healing, Geniekin (M0),

    Displayed: Ahtez (Cohort), Cockroach Coat,
    Deck: 5 Discard: 9 Buried: 2
    Current Location: Stonework Passages
    Unused Hero Points: 0
    NOTES:
    Available Support: Stone Skin, Good Omen, Black Spot & Eloquence available.
    Other: Dice Re-Roll Used for 2E?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Bound Imp, Disable Mechanism (loot), Bound Magma Spirit, Corrosion (acq), Invisibility (c),
    Discard Pile: Blessing of the Spy, Slip, Blessing of the Gods, Osirion History Guide (acq), Blessing of the Elements (acq), Blessing of Abadar, Metamorph, Hyaenodon (acq), Blessing of Pharasma,
    Buried Pile: Torch (acq), Commune (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:
    After you play a spell that has the Attack trait, banish it.
    At the start of your turn, you may draw 1 random monster ([X2] or 2 random monsters) from the box.
    You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check ([X1] or, if you’re not in an encounter, to move) (□ or to add 1d6 to your check to defeat a barrier).

    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.

    Recharge Staff of Minor Healing to heal a random discard: Slip.


    During This Adventure:

  • The scourge die is 1d6.
  • When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor
  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

    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!"

    During This Scenario:

  • Cohort: Cordelia Perseis
  • Treat the villains Amadjawet and Velriana Unborn as henchmen
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

    Additional Rules:
    Senenmerek Displayed: While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.

    The Third Law Displayed: While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.

    Cohort Cordelia Perseis:

    Traits: Aristocrat Human Wizard
    At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

    Story Bane Details

    Stavros Nightcrescent (Villain):

    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Wisdom Charisma 6 THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile.
    Sabina Karthis (Henchman):

    Henchman
    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Combat 15 Diplomacy 11
    Sabina Karthis is immune to the Mental and Poison traits. While you act, before any character plays a card, he must recharge a card. If undefeated, bury your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
    Velriana Unborn (Henchman):

    Type: Monster
    Traits: Undead Wizard Aristocrat
    To Defeat: Combat 14
    Velriana Unborn is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Amadjawet (Henchman):

    Type: Monster
    Traits: Undead Mummy
    To Defeat: Combat 16
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8. After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Senenmerek (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Skeleton Cleric
    To Defeat: Combat 11 OR Charisma Diplomacy 8
    Senenmerek is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 4. If defeated, you may immediately attempt to close the location this henchman came from; if you succeed, display this card next to the scenario. While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.
    Bheg (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Ghoul Alchemist Poison
    To Defeat: Combat 12 THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage. If undefeated, end your turn. If defeated, you may draw a random item that has the Alchemical trait from the box.

    Scenario Level (#): 2

    Turn: 16, Aric/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

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

    Spoiler:
    Blasphemous Priest
    MM
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Spoiler:
    Skeletal Jackal
    MM
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Piercing or Slashing trait, the difficulty is increased by 3.

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

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

    Spoiler:
    Trapped Locker
    MM
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.

    Spoiler:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Spoiler:
    Poison Blade Trap
    MM
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7
    If undefeated, each character at your location is dealt 1d4 Poison damage.

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

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

    Spoiler:
    Whip
    MM
    Weapon C
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

    Spoiler:
    Fire Lance
    MM
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite
    To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12.
    For your combat check, banish this card to roll 4d8.

    Spoiler:
    Flaming Heavy Pick +1
    MM
    Weapon B
    Traits:
    Pick
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 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. If any d6 rolled on this check is a 6, count it as 7.

    Spoiler:
    Djinni Quarterstaff
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8
    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.
    Discard this card to shuffle your location deck; you may succeed at an Arcane or Divine 10 check to recharge this card instead.

    Spells
    Spoiler:
    Remove Curse
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Recharge this card to banish a displayed card that has the Curse trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it.

    Spoiler:
    Cure
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Unshakable Chill
    MM
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. 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 6 check to recharge it instead.

    Spoiler:
    Holy Light
    MM
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Elite
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, instead use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Splint Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Spoiler:
    Armored Kilt
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

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

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

    Spoiler:
    Hide Armor of Fire Resistance
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Twitch Tonic
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    IntelligenceCraft 6
    Discard this card to examine the top card of your location deck, then explore your location.
    Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.

    Spoiler:
    Ring of Rejection
    MM
    Item P
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution 1
    Bury this card to evade your encounter.
    Bury this card to ignore any power on a card that happens when it is examined.
    "No."

    Spoiler:
    Healer's Kit
    MM
    Item B
    Traits:
    Tool
    Healing
    To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.

    Spoiler:
    Seer's Tea
    MM
    Item B
    Traits:
    Liquid
    Magic
    To Acquire:
    Intelligence
    Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck.

    Spoiler:
    Acid Flask
    MM
    Item B
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Allies
    Spoiler:
    Ubashki
    MM
    Ally B
    Traits:
    Undead
    Mummy
    To Acquire:
    Bury a card
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it into its deck.
    Discard this card to explore your location.

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

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

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

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

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

    Spoiler:
    Blessing of 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 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.

    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 Ra:
    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.

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 2 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 2 NokNok/Matsu_Kurisu
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 3 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 3 Zetha/WilderRedbeard
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 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 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 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 NokNok/Matsu_Kurisu
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 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 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 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Kasmir/Bigguyinblack
    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.
    Hourglass Card 10 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 10 NokNok/Matsu_Kurisu
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 11 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 12 Aric/Gimry:
    Spoiler:
    Hourglass Card 12 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 13 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 14 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 14 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Catacombs
    Closed
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Staff of Focus, Tussah Silk Coat (both shuffled)

    Catacombs Card 1:
    Staff of Focus
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
    Catacombs Card 2:
    Tussah Silk Coat
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armor, bury it instead.

    Location #2: Embalming Parlor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, Quicksand Bunyip (shuffled)

    Sepulcher of the Servant Card 1:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Sepulcher of the Servant Card 2:
    Quicksand Bunyip
    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Sepulcher of the Servant Card 3:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Sepulcher of the Servant Card 4:
    Ghoul
    MM
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Sepulcher of the Servant Card 5:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.

    Location #4: 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: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/WilderRedbeard, NokNok/Matsu_Kurisu, None
    Stonework Passages Card 1:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
    Stonework Passages Card 2:
    Stavros Nightcrescent
    None
    Villain 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Wisdom
    Charisma 6
    THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.
    Stonework Passages Card 3:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Location #5: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Aric/Gimry, Compass (reloaded)
    Crypt Card 1 (Compass):
    Compass
    MM
    Item B
    Traits:
    Object
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
    Discard this card to explore your location.
    Crypt Card 2:
    Collapsing Scaffolding
    MM
    Barrier B
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
    Crypt Card 3:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
    Crypt Card 4:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
    Crypt Card 5:
    Velriana Unborn
    MM
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Crypt Card 6:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
    Crypt Card 7:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Crypt Card 8:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 9:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Location #6: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour: Blessing of Ra
    Hour Power:No effect.
    Location: Crypt
    Location Power:The difficulty of checks against banes that have the Cold or Undead trait is increased by 3 plus the scenario's adventure deck number.
    Adventure Powers:

  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
    Scenario Powers:
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

    Blessing is not Basic

    Start of Turn: Switch to Red Raven
    End of Move Examine - Compass

    Compass:

    MM
    Item B
    Traits:
    Object
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
    Discard this card to explore your location.

    Wisdom 4: 1d8 + 1 ⇒ (8) + 1 = 9

    Roll Details:

    Wisdom - 1d8
    Marianix Karn - 1

    Discard Compass to explore again

    Collapsing Scaffolding:

    MM
    Barrier B
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.

    Perception 4: 1d8 + 2 ⇒ (6) + 2 = 8

    Roll Details:

    Perception - 1d8+2

    Acrobatics 7: 1d10 + 4 ⇒ (8) + 4 = 12

    Roll Details:

    Acrobatics - 1d10+4

    Second check exceeds first

    End of Turn Examine - Flask Thrower(Weapon 2)
    After Examine: Switch to Aric

    A quick examination of the crypt shows an old compass lying on the floor. Perhaps a long lost heirloom lost to time. As I continue down the hall, I come actoss some old scaffolding. Is it possible the crypt isn't finished yet? I quickly spot the way through the rickety planks and come out the other side no worse for the wear.

    "

    Aric wrote:

    Hand: Menacing Backsword +1, Thieves' Tools, Quick-Change Mask, Hypnotist's Locket, Lookout, Marianix Karn,

    Displayed:
    Current Location: Crypt
    Kit: Mask of the Red Raven, Rapier, Psych (Psychic Detective),
    Deck: 10 Discard: 2 Buried: 0
    NOTES:
    Available Support:
  • Lookout adds 1d6 to ANY Perception check
    Other: Paizo Re-Roll Used for 4-2E? N
    Hero Points: 2
  • Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Red Leathers, Blessing of the Spy (2), Lockpick Shield, Fencer, Sorrowsoul, Scorpion Whip, Blessing of the Ancients, Captain's Cutlass, Blessing of the Spy, Dredge
    Recharged:
    Discard Pile: Bob (Dandy Brute), Compass,
    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, 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.

    "

    End of Turn Summary
    Acquired Card 1 of the Crypt
    Banished Card 2 of the Crypt


  • During This Adventure:

  • The scourge die is 1d6.
  • When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor
  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

    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!"

    During This Scenario:

  • Cohort: Cordelia Perseis
  • Treat the villains Amadjawet and Velriana Unborn as henchmen
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

    Additional Rules:
    Senenmerek Displayed: While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.

    The Third Law Displayed: While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.

    Cohort Cordelia Perseis:

    Traits: Aristocrat Human Wizard
    At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

    Story Bane Details

    Stavros Nightcrescent (Villain):

    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Wisdom Charisma 6 THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile.
    Sabina Karthis (Henchman):

    Henchman
    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Combat 15 Diplomacy 11
    Sabina Karthis is immune to the Mental and Poison traits. While you act, before any character plays a card, he must recharge a card. If undefeated, bury your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
    Velriana Unborn (Henchman):

    Type: Monster
    Traits: Undead Wizard Aristocrat
    To Defeat: Combat 14
    Velriana Unborn is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Amadjawet (Henchman):

    Type: Monster
    Traits: Undead Mummy
    To Defeat: Combat 16
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8. After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Senenmerek (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Skeleton Cleric
    To Defeat: Combat 11 OR Charisma Diplomacy 8
    Senenmerek is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 4. If defeated, you may immediately attempt to close the location this henchman came from; if you succeed, display this card next to the scenario. While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.
    Bheg (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Ghoul Alchemist Poison
    To Defeat: Combat 12 THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage. If undefeated, end your turn. If defeated, you may draw a random item that has the Alchemical trait from the box.

    Scenario Level (#): 2

    Turn: 17, Kasmir/Bigguyinblack

    Random Cards:

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

    Spoiler:
    Blasphemous Priest
    MM
    Monster C
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Spoiler:
    Death Hound
    MM
    Monster C
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
    After you act, succeed at a Constitution or Fortitude 8 check or discard a card.

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

    Spoiler:
    Wall Scythes
    MM
    Barrier B
    Traits:
    Obstacle
    Trap
    Slashing
    Basic
    To Defeat:
    Dexterity
    Acrobatics 4
    OR Disable 6
    If undefeated, you are dealt 1d4 Combat damage;, then recharge your hand; put this card on top of its location deck.

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

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

    Weapons
    Spoiler:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

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

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

    Spoiler:
    Torch
    MM
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic
    To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

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

    Spells
    Spoiler:
    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:
    Acid Jet
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6.
    After playing this card, if you do not have 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:
    Viper Strike
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

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

    Spoiler:
    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.

    Armors
    Spoiler:
    Crocodile Skin Lamellar
    MM
    Armor B
    Traits:
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

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

    Spoiler:
    Armored Kilt
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

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

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

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

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

    Spoiler:
    Canteen
    MM
    Item C
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

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

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

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

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

    Spoiler:
    Ubashki
    MM
    Ally B
    Traits:
    Undead
    Mummy
    To Acquire:
    Bury a card
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it into its deck.
    Discard this card to explore your location.

    Spoiler:
    Dhabba
    MM
    Ally B
    Traits:
    Animal
    Poison
    Basic
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Spoiler:
    Mahga Threefingers
    MM
    Ally B
    Traits:
    Half-Orc
    Ranger
    To Acquire:
    Charisma
    Diplomacy 8
    On your check, after the roll, recharge this card to add 3 or subtract 2 from the result.
    Discard this card to explore your location.

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

    Spoiler:
    Blessing of 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 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.

    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.

    Hour Power:

    Current Hour:

    Blessing of Maat:
    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.

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 NokNok/Matsu_Kurisu
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 2 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 2 Zetha/WilderRedbeard
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 3 Aric/Gimry:
    Spoiler:
    Hourglass Card 3 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 4 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 5 NokNok/Matsu_Kurisu
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 6 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 6 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 7 Aric/Gimry:
    Spoiler:
    Hourglass Card 7 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 8 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Kasmir/Bigguyinblack
    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.
    Hourglass Card 9 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 9 NokNok/Matsu_Kurisu
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 10 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 11 Aric/Gimry:
    Spoiler:
    Hourglass Card 11 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 12 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 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.

    Location #1: Catacombs
    Closed
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Staff of Focus, Tussah Silk Coat (both shuffled)

    Catacombs Card 1:
    Staff of Focus
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
    Catacombs Card 2:
    Tussah Silk Coat
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armor, bury it instead.

    Location #2: Embalming Parlor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, Quicksand Bunyip (shuffled)

    Sepulcher of the Servant Card 1:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Sepulcher of the Servant Card 2:
    Quicksand Bunyip
    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Sepulcher of the Servant Card 3:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Sepulcher of the Servant Card 4:
    Ghoul
    MM
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Sepulcher of the Servant Card 5:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.

    Location #4: 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: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/WilderRedbeard, NokNok/Matsu_Kurisu, None
    Stonework Passages Card 1:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
    Stonework Passages Card 2:
    Stavros Nightcrescent
    None
    Villain 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Wisdom
    Charisma 6
    THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.
    Stonework Passages Card 3:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Location #5: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Aric/Gimry, Flask Thrower (reloaded)
    Crypt Card 1 (Flask Thrower):
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
    Crypt Card 2:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
    Crypt Card 3:
    Velriana Unborn
    MM
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Crypt Card 4:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 7:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Location #6: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • deck handler

    Blessing of Maat in effect. Not basic./ooc]

    Move to Stonework Passages.

    Stonework Passages Card 1: Malfunctioning Deathtrap:

    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.

    intelligence 5: 1d10 + 2 ⇒ (8) + 2 = 10

    Use Daji discarding Good Omen (Core) to heal spells: 1d4 ⇒ 1

    [recharge Staff of Minor Healing (Core) to heal for 1.

    discard Ghost Battling Ring to heal NokNok: 1d4 + 1 ⇒ (1) + 1 = 2

    Kasmir wrote:

    Hand: Ring of Protection (Core), Force Missile (Core), Cordelia Perseis, Game of Afterlife, Locate Object (Core), Leech, Mahga Threefingers,

    Displayed: Daji, Curse of Daybane,
    Deck: 10 Discard: 6 Buried: 1
    "Current Location: Stonework Passages
    Hero Points: 3"
    "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 Daybane: 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.

    Game of Afterlife: Bury this card to banish a displayed card that has the Curse trait.
    Movement: Move me to NA if my location closes.
    Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Blessing of Nethys, Frost Ray (Core), The Marriage, Blessing of the Ancients, Acid Burst, Bound Imp (Core), Good Omen (Core), Crow (Core), Fiery Glare (Core)
    Recharged:
    Discard Pile: Falto, Crocodile Skin Armor, Crowbar, The Foreign Trader, Cure, Ghost Battling Ring,
    Buried Pile: Blessing of the Elements,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Knowledge Intelligence +2"
    "Perception Wisdom +2"
    Daji: Arcane: Intelligence +2
    Daji: Craft: Intelligence +2

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.

    Stonework Passages card 1 banished.[/ooc]

    [b]NokNok healed for 2.

    Dark Archive

    Deck handler link

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

    Out of turn updates
    Healed 5 from Zetha
    Card NOT Healed: 1d6 ⇒ 4 (Elven Curve Blade)

    Healed 2 from Kasmir - Full heal

    Hour = 1 NokNok/Matsu_Kurisu: Blessing of Bastet Not basic. No scenario effect

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

    Give: No
    Move: SEPULCHER OF THE SERVANT : M:3 B:1 W:1

    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.

    Free explore = 1: Blessing of Khepri, Blessing P: Divine 5

    Spoiler:
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.

    Divine 1d4, Zetha recovery Good Omen +1d6+2
    Divine 5: 1d4 + 1d6 + 2 ⇒ (4) + (6) + 2 = 12 Acquired

    Discard Mouse, explore = 2: Quicksand Bunyip, Monster C: Combat 12

    Spoiler:
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.

    Reveal Menacing Backsword +1 1d8+1+1d6+1, (#Barriers+1) +2, Finesse +1d4,
    Combat 12: 1d8 + 1 + 1d6 + 1 + 2 + 1d4 ⇒ (8) + 1 + (1) + 1 + 2 + (2) = 15 Banished

    Bury Harrow Deck, examine 3 and rearrange =
    5: Bheg, Henchman 2
    3: Kopis, Weapon B
    4: Ghoul, Monster 1

    End of Turn

    Recovery

    Reset
    Discard
    Draw Dagger

    Summary
    Location = SEPULCHER OF THE SERVANT (5,3,4)
    Acquired = 1: Blessing of Khepri
    Banished = 2: Quicksand Bunyip
    Examined = 5: Bheg, 3: Kopis, 4: Ghoul,
    Added =

    Displayed =

    Added =

    Displayed =

    From Box =

    Give =
    Used = Zetha recovery Good Omen

    Other =

    "

    Nok-Nok wrote:

    Hand: Menacing Backsword +1, Captain's Cutlass, ac Blessing of Bastet, ac Blessing of Khepri, Dagger,

    Displayed:
    Deck: 10 Discard: 1 Buried: 5
    Hero Points: 3
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers 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, add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2 cards you would discard as damage.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    During This Adventure:

  • The scourge die is 1d6.
  • When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor
  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.

    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!"

    During This Scenario:

  • Cohort: Cordelia Perseis
  • Treat the villains Amadjawet and Velriana Unborn as henchmen
  • At the start of your turn, if the hour has the Basic trait, you may bury the top card of your deck; if you do not, you may not explore during your explore step without playing a card or using a power that allows you to explore.
  • When you defeat the henchman Amadjawet, Bheg, Gaunt Cadaver, or Velriana Unborn, you may attempt to close the location it came from.

    Additional Rules:
    Senenmerek Displayed: While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.

    The Third Law Displayed: While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.

    Cohort Cordelia Perseis:

    Traits: Aristocrat Human Wizard
    At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.

    Story Bane Details

    Stavros Nightcrescent (Villain):

    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Wisdom Charisma 6 THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile.
    Sabina Karthis (Henchman):

    Henchman
    Type: Monster
    Traits: Aristocrat Undead Vampire
    To Defeat: Combat 15 Diplomacy 11
    Sabina Karthis is immune to the Mental and Poison traits. While you act, before any character plays a card, he must recharge a card. If undefeated, bury your discard pile. If defeated, you may immediately attempt to close the location this henchman came from.
    Velriana Unborn (Henchman):

    Type: Monster
    Traits: Undead Wizard Aristocrat
    To Defeat: Combat 14
    Velriana Unborn is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Amadjawet (Henchman):

    Type: Monster
    Traits: Undead Mummy
    To Defeat: Combat 16
    Amadjawet is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8. After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck. If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Senenmerek (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Skeleton Cleric
    To Defeat: Combat 11 OR Charisma Diplomacy 8
    Senenmerek is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 4. If defeated, you may immediately attempt to close the location this henchman came from; if you succeed, display this card next to the scenario. While displayed, any character may banish this card to add 2d12 to any Wisdom check or to any check to defeat a barrier.
    Bheg (Henchman):

    Henchman
    Type: Monster
    Traits: Undead Ghoul Alchemist Poison
    To Defeat: Combat 12 THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage. Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage. If undefeated, end your turn. If defeated, you may draw a random item that has the Alchemical trait from the box.

    Scenario Level (#): 2

    Turn: 19, Zetha/WilderRedbeard

    Random Cards:

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

    Spoiler:
    Blasphemous Priest
    MM
    Monster C
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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

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

    Spoiler:
    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.

    Barriers
    Spoiler:
    Alchemical Gas
    MM
    Barrier B
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

    Spoiler:
    Trapped Locker
    MM
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.

    Spoiler:
    Wall Scythes
    MM
    Barrier B
    Traits:
    Obstacle
    Trap
    Slashing
    Basic
    To Defeat:
    Dexterity
    Acrobatics 4
    OR Disable 6
    If undefeated, you are dealt 1d4 Combat damage;, then recharge your hand; put this card on top of its location deck.

    Spoiler:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Spoiler:
    Trapped Locker
    MM
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.

    Weapons
    Spoiler:
    Kukri
    MM
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    On your combat check, if you played another weapon, discard this card to add 1d4.

    Spoiler:
    Chakram
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite
    To Acquire:
    Dexterity
    Ranged 6
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4.

    Spoiler:
    Djinni Quarterstaff
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8
    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.
    Discard this card to shuffle your location deck; you may succeed at an Arcane or Divine 10 check to recharge this card instead.

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

    Spoiler:
    Whip
    MM
    Weapon C
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

    Spells
    Spoiler:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. 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 6 check to recharge it instead.

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

    Spoiler:
    Cure
    MM
    Spell B
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Holy Light
    MM
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Elite
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, instead use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Fiery Glare
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Splint Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Spoiler:
    Armored Kilt
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.

    Spoiler:
    Crocodile Skin Madu
    MM
    Armor B
    Traits:
    Shield
    Offhand
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    OR Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may another armor.
    Recharge this card to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armors, you may play another armor on this check.

    Spoiler:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Items
    Spoiler:
    Holy Water Grenade
    MM
    Item C
    Traits:
    Liquid
    Magic
    Divine
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait and whose highest difficulty to defeat is 12 or lower.

    Spoiler:
    Brilliance of Ra
    MM
    Item B
    Traits:
    Trigger
    Object
    Magic
    Ra
    To Acquire:
    Strength
    Knowledge
    Divine 5
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your Strength non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

    Spoiler:
    Hand of the Guilty Man
    MM
    Item 2
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    Wisdom
    Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Spoiler:
    Smoked Glass Goggles
    MM
    Item C
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Spoiler:
    Wing of Horus
    MM
    Item B
    Traits:
    Trigger
    Object
    Magic
    Horus
    To Acquire:
    Dexterity
    Knowledge
    Divine 6
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Allies
    Spoiler:
    Tomb Raider
    MM
    Ally B
    Traits:
    Human
    Rogue
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Spoiler:
    Kafar
    MM
    Ally B
    Traits:
    Trigger
    Human
    Rogue
    Aspis
    To Acquire:
    Wisdom
    Charisma
    Diplomacy 9
    When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
    Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.

    Spoiler:
    Embalmer
    MM
    Ally C
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Discard this card to explore your location.

    Spoiler:
    Camel
    MM
    Ally C
    Traits:
    Animal
    Mount
    Basic
    To Acquire:
    Wisdom
    Survival 7
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Spoiler:
    Camel
    MM
    Ally B
    Traits:
    Animal
    Mount
    Basic
    To Acquire:
    Wisdom
    Survival 7
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

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

    Spoiler:
    Blessing of 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 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 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.

    Hour Power:

    Current Hour:

    Blessing of Maat:
    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.

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/Gimry:
    Spoiler:
    Hourglass Card 1 Aric/Gimry
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 2 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 NokNok/Matsu_Kurisu
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 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 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 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Kasmir/Bigguyinblack
    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.
    Hourglass Card 7 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 NokNok/Matsu_Kurisu
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Zetha/WilderRedbeard:
    Spoiler:
    Hourglass Card 8 Zetha/WilderRedbeard
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Aric/Gimry:
    Spoiler:
    Hourglass Card 9 Aric/Gimry
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 10 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Kasmir/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 11 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 11 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Catacombs
    Closed
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Staff of Focus, Tussah Silk Coat (both shuffled)

    Catacombs Card 1:
    Staff of Focus
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
    Catacombs Card 2:
    Tussah Silk Coat
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armor, bury it instead.

    Location #2: Embalming Parlor
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #3: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu,

    Sepulcher of the Servant Card 1 (Bheg):
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    Sepulcher of the Servant Card 2 (Kopis):
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Sepulcher of the Servant Card 3 (Ghoul):
    Ghoul
    MM
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Location #4: 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: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Zetha/WilderRedbeard, Kasmir/Bigguyinblack, None
    Stonework Passages Card 1:
    Stavros Nightcrescent
    None
    Villain 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Wisdom
    Charisma 6
    THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.
    Stonework Passages Card 2:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Location #5: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Aric/Gimry, Flask Thrower (reloaded)
    Crypt Card 1 (Flask Thrower):
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
    Crypt Card 2:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
    Crypt Card 3:
    Velriana Unborn
    MM
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
    Crypt Card 4:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 7:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Location #6: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • Zetha's Deck Handler

    Off turn: Good Omen to recovery for Nok-Nok's check.
    Good Omen - Arcane 8: 1d10 + 3 ⇒ (1) + 3 = 4 discarded

    Start of turn: The hour of Maat (not basic)
    Draw one new monster from the box: Brain Ooze (M2).
    Remain at Stonework Passages.

    Explore:

    Stavros Nightcrescent:
    None
    Villain 2
    Type: Monster
    Traits:
    Aristocrat
    Undead
    Vampire
    To Defeat:
    Wisdom
    Charisma 6
    THEN Combat 16
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.
    Villain encountered! Looking for guard checks from Aric @ Crypt and Nok-Nok @ Sepulcher of the Servant.

    Zetha will use all her own resources so all other party resources are available for guard checks.

    Villain Encounter:
    Banish Geniekin for first check to use Stealth.
    Charisma (Stealth) 6: 1d10 + 4 ⇒ (4) + 4 = 8 success
    Ahtez attacks! Discard Stone Skin. Banish Black Spot to recovery and discard Eloquence to reduce difficulty by 1+#. Cockroach Coat adds 1d4 (discard Brain Ooze).
    Combat 16-1-#=13: 1d10 + 4 + 2 + 1d4 ⇒ (8) + 4 + 2 + (3) = 17
    Villain defeated!

    Dark Archive

    Deck handler link

    Bury Menacing Backsword +1 to guard


    Aric Deck Handler

    Wisdom 6(4+2): 1d10 + 5 ⇒ (9) + 5 = 14

    Roll Details:

    Diplomacy - 1d10+5

    Use Quick Change Mask to use Diplomacy in place of Wisdom

    Crypt guarded


    Victory!

    Development:
    You defeated Stavros Nightcrescent, who turned into a cloud of mist and escaped. And while you lost some blood, you’ll be fine. Nightcrescent’s coffin is nowhere to be found, but you do find evidence of his guilt in both the kidnappings and the arson. Senator Karthis and High Strategos Pythareus can no longer blame Qadira directly for the kidnappings; instead, they shift blame to Qadiran border sorties for lowering troop levels in Zimar enough to allow the kidnappings to happen. But that change is at least sufficient to broker a truce at the border.

    For Sabina Karthis, though, this situation has the gravest consequence. After giving testimony against Stavros, she pled for a quick destruction, and it was solemnly granted.

    And though you are convinced that Pasha Muhlia al-Jakri was working with Nightcrescent to set the two nations against each other, you didn’t turn up any solid evidence linking the pair. The ifrit Irizati Qadim suggests that you need to find a patron before indicting someone as powerful as the pasha, and he promises to help you seek one out.

    Scenario Reward:

  • Trade cost at Ghoul Market is reduced by 1.
  • Loot: Neferekhu (ally), Ushabti of the Willing Servant (item)
  • 1 XP, 1 Hero Point

    Acquired cards:
    Hyaenodon (Ally B)
    Falto (Ally C)
    Crocodile Skin Armor (Armor C)
    Blessing of the Elements (Blessing B)
    Blessing of Nethys (Blessing B)
    Blessing of Bastet (Blessing B)
    Blessing of the Elements (Blessing B)
    Blessing of Khepri (Blessing P)
    Blessing of the Ancients (Blessing B)
    Osirion History Guide (Item B)
    Crowbar (Item B)
    Ghost Battling Ring (Item B)
    Compass (Item B)
    Smoked Glass Goggles (Item B)
    Cure (Spell C)
    Corrosion (Spell 2)
    Torch (Weapon C)

    Adventure Reward:

  • Each character gains a card feat, (thus increasing your maximum number of card feats to your tier +1).

    To the discussion page!


  • Adventure 3: FAVORS AND FOES
    Pasha Muhlia al-Jakri has lost much of her standing and many of her holdings in Qadira, but some of her connections remain intact. Your ifrit colleague Malik Qadim passes you freshly brewed coffee as he explains the situation. “I believe a particular man in Katheer can help you: the much respected Tallah al-Hamar. To the casual observer, he is a distributor of goods from local artisans to the world beyond. To the practiced eye, though, he is the core of an extensive network of business contacts that can accomplish nearly anything if properly managed.”

    Qadim waves a hand dramatically as he explains, “Qadira operates on patronage, a complex system of who knows whom. Al-Hamar is a powerful patron in that economy of favors. No doubt he commands the ear of any legitimate business contacts— and illegitimate ones—on which al-Jakri has relied recently. I can supply you a letter of recommendation, but even my word carries only so much weight. If you are to secure Tallah al-Hamar’s patronage, you must earn it.” The ifrit stands and stretches before adding, “One of my own caravans is bound for Katheer tomorrow. The Qadiran satrapy maintains some of the safest roads, yet there is always a little more safety in numbers. I know a local fixer by the name of Sahmia, and she can guide you from there.”

    The journey from Omash to Katheer is a short and uneventful one. Katheer is a wonder to behold! Beautiful buildings, each looking more extravagant than the last, rise up into the sky. Crowds of people fill the streets, and ships of every kind from every corner of Avistan, Garund, and Casmaron traverse the harbor.

    You track down Sahmia with little difficulty, and after you introduce yourself to the Kelish woman, she cheerfully motions to her surroundings. “Welcome to Katheer! Have your eyes ever beheld such wonders? No other city commands such sights, sounds, and treasures, which is why all caravans come to Katheer eventually.” She grins. “Come, let us log your arrival. Only fools and Taldans try to court patrons without registering. Afterward, we can secure lodging for you and discuss how to get the esteemed al-Hamar’s attention.” It’s clear that Sahmia has assisted travelers like you before, as with her help, you quickly secure official travel and business papers.

    Paperwork in hand, you head to the Mirage, the caravanserai that Sahmia selected for you. She stops you as you approach the door. “Haggling is very important here. It’s simply how business works, and I’ll give you a lesson. Listen, and try to learn.” Her interaction with the innkeeper is as much a dance as any you’d see in a ballroom, and their words eventually arrive at a price that leaves them both smiling. Sahmia tosses and catches the key as she leads you upstairs to help plan your next move.

    “You did better than I could have ever hoped retrieving information on al-Jakri, so I’ll leave it to you to decide which of the two crimes we investigate first: the disappearance or the arson. Let me be your eyes and ears for the investigation— you have my spells at your disposal at all times. Good luck, my friends!”

    DURING THIS ADVENTURE:

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


  • Scenario 4-3A: SUPPLY AND DEMAND
    The fixer Sahmia pours some wine from the bottle she acquired from the bar downstairs and pushes the glass to you. “An artist named Payiir ibn Saruh has captured the attention of your would-be patron Tallah al- Hamar. Payiir creates wonderful figurines in the likeness of the great heroes of history, myth, and legend. Selling them here in the Great Market has earned her praise and profits, yet to her frustration, she increasingly spends her time managing her stall rather than practicing her craft. Might not she be happier carving than haggling? Would not she benefit from al-Hamar’s guiding hand in managing and growing her business? His network could handle sales for her, yet thus far she has been reluctant. Now al-Hamar’s time and resources are valuable, so imagine how grateful he would be if someone convinced Payiir to accept his services without his expending further capital?”

    Sahmia’s dark eyes grow wide with dawning realization. “Oh! Al- Hamar’s business is a very legitimate one! His clients work with him because it benefits them, not because they’re scared. I realize my words might be considered criminal innuendo elsewhere, so let me be clear: no threats or strong-arming.

    “Now, Payiir ibn Saruh has several concerns about joining Tallah’s network. Most of these originate with another artist, Ahkair, who used to work with al-Hamar and has only ill to say about the experience. In fact, Ahkair has steered most of his colleagues from the man, so if you are to win ibn Saruh’s trust, you will need to set the record straight for the community. You might even need to confront Ahkair verbally, though beware how quickly he can turn bystanders’ perceptions against his enemies.”

    You set out to undo Ahkair’s damage, yet the man seems to be everywhere. As he spreads increasingly foul accusations, it’s time to delve into his claims. You must see whether any of them are true, and set the record straight

    SETUP:

  • After building the location decks, shuffle an ally from the box into each.

    LOCATIONS:
    Base
    1 - CANNY JACKAL
    1 - CARAVANSERAI
    1 - PLEASURE BARGE
    1 - TOOTH & HOOKAH
    2 - GLASS PAVILION
    3 - SMOKING DEN
    4 - WAREHOUSE
    5 - DYE MARKET
    6 - THE SHINY BAUBLE

    Story Banes:
    Villain: None
    Henchmen: None

    DURING THIS SCENARIO:

  • On your check to acquire an ally, you may bury any number of boons to add 1 for each boon so buried.
  • After you acquire an ally, summon and encounter the henchman Ahkair’s Slander; if defeated, you may immediately attempt to close your location.
  • To win the scenario, close all locations.


  • Traders:

    Aric and Kasmir head to Hadden Hoppert. 3 spells:

    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.
    Toxic Cloud:

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

    The rest go to Sunburst.

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