[PACS] [Gameday X] Season 4 with BR eddiephlash

Game Master eddiephlash

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


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

Out of turn updates
Aric/Gimry Use Nok-Nok Blessing Blessing of the Mantis God

Hour = 2 NokNok/Matsu_Kurisu: Blessing of Thoth

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

Give: No

Move: Ghoul Square: M:3 B:2 W:2

At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.

Free explore = Ghoul Square Card 1: Staff of the Hooded Cobra, Weapon 6: Strength 14

Spoiler:
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane.
Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0.

Strength 1d8+3, (#Monsters+1d4) +1d4+3
Strength 14: 1d8 + 3 + 1d4 + 3 ⇒ (2) + 3 + (1) + 3 = 9 Recharge td Stained Glass Elemental +7 = 16. Acquired

Recharge lt Sun Falcon Pectoral, explore = Ghoul Square Card 2: Elemental Brass Mail, Armor 6: Fortitude 12

Spoiler:
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
OR Intelligence
Arcane
Wisdom
Divine 14
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

Fortitude 1d10+4+2,
Fortitude: 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Discard Blessing of Maat +3 = 13. Acquired

End of Turn

Recovery

Reset
Recharge Armor of Skulls
Discard
Draw Cerulean Mastermind, Heister, Blessing of the Vaultmaster

Summary
Location = Ghoul Square(3-10)
Acquired = 1: Staff of the Hooded Cobra, 2: Elemental Brass Mail
Banished =
Examined =

Displayed =
Added =

From Box =

GIVE =

USED =

Other =

"

Nok-Nok wrote:

Hand: Sawtooth Sabre +2, ac Staff of the Hooded Cobra, ac Elemental Brass Mail, The Lost Harrows, Cerulean Mastermind, Heister, Blessing of the Vaultmaster,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Hero Points: 6
NOTES:
Available Support: Distant: Any support available
Local:
Other: Other:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor, Weapon
POWERS:
On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2([X]4) cards you would discard as damage. (~If you do so, you may then draw a card.)
[X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


During This Adventure:

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    Deck tracker

    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. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"
    10: Curse of the Mummy
    Scourge
    Traits: Curse Undead Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.
    "Send your best raiders! All will be lost!"

    During This Scenario:

  • Cohort: Guard Captain Marden Gilpher
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Setup:
    When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck.

    Shuffle into the siege deck the villain Devourer Assassin and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters (3).

    Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel, Varanthe the Paralyzer, and Xandhul Bloodsbane III on the bottom of different location decks.

    Display the support card Defensive Stance

    Defensive Stance:

    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
    When you would examine cards in a location deck, you may examine them in the siege deck instead.
    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    Additional Rules: Displayed Blessings: 0

    Varanthe the Paralyzer:

    Henchman
    Type: Monster
    Traits: Aristocrat Undead
    To Defeat: Intelligence Knowledge Wisdom Divine 13
    Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Mortevia Strassel:

    Henchman
    Type: Monster
    Traits: Ghast Soldier Undead
    To Defeat: Constitution Fortitude Charisma Arcane 13
    Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

    Xandhul Bloodsbane III :

    Henchman
    Type: Monster
    Traits: Human Rogue
    To Defeat: Strength Melee Stealth Diplomacy 13
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.

    Guard Captain Marden Gilpher:

    Cohort
    Traits: Human Antipaladin
    Reveal this card and recharge a card to add 1d8 to your combat or Fortitude check. Recharge this card to reduce damage dealt to you to 0.

    Scenario Level (#): 6

    Turn: 4, Aric/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.
    If the check to defeat has the Ranged trait, the difficulty is increased by 3.

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

    Spoiler:
    Elder Ice Elemental
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Cold
    To Defeat:
    Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
    Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
    If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.

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

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

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

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

    Spoiler:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

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

    Spoiler:
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

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

    Spoiler:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

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

    Spoiler:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait.

    Spoiler:
    Axe of the Imperative
    MM
    Weapon 5
    Traits:
    Axe
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Perception 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

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

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

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

    Spoiler:
    Canopic Conversion
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check.
    When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Reveal this card to reduce all damage dealt to you by 3.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.

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

    Spoiler:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.

    Items
    Spoiler:
    Ring of Stony Flesh
    MM
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 10
    OR Constitution
    Fortitude 8
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add 1 die to your Constitution non-combat check.
    Put this card on top of your deck to reduce all damage dealt to you by 2.

    Spoiler:
    Carpet of Flying
    MM
    Item 6
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Suvival 13
    Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
    Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.

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

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

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

    Allies
    Spoiler:
    Fortune-Teller
    MM
    Ally 6
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    Discard this card to explore your location.

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

    Spoiler:
    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:
    Zereletan
    MM
    Ally 4
    Traits:
    Aberration
    Naga
    To Acquire:
    Charisma
    Diplomacy 11
    OR Combat 15
    Bury this card to recharge any number of items from your discard pile.
    Discard this card to explore your location.

    Spoiler:
    Cloud Elemental
    MM
    Ally 5
    Traits:
    Outsider
    Elemental
    Electricity
    To Acquire:
    Wisdom
    Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
    When the scenario ends, if this card is displayed, discard it.

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

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

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

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

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

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

    Location #1: Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, None

    Eternal Arena Card 1:
    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.
    Eternal Arena Card 2:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Eternal Arena Card 3:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
    Eternal Arena Card 4:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Eternal Arena Card 5:
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
    Eternal Arena Card 6:
    Sky Pharaoh's Fang
    MM
    Villain 6
    Type: Monster
    Traits:
    Trigger
    Undead
    Inquisitor
    Fire
    To Defeat:
    Combat 32
    When you examine this card, examine the next card of this location deck; if it is a boon, banish it. Then encounter this card.
    The Sky Pharaoh's Fang is immune to the Cold, Fire, Mental, and Poison traits. All damage dealt by the Sky Pharaoh's Fang is Fire damage.
    Eternal Arena Card 7:
    Clawhand Shield
    MM
    Armor 3
    Traits:
    Shield
    Offhand
    To Acquire:
    Constitution
    Fortitude 6
    OR Melee 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.

    Location #2: Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, None
    Ghoul Square Card 1:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Ghoul Square Card 2:
    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Ghoul Square Card 3:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.
    Ghoul Square Card 4:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Ghoul Square Card 5:
    Crook and Flail of Kings
    MM
    Weapon 6
    Traits:
    Mace
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
    Recharge this card to add 1 die to your combat check that has the Attack trait.
    Ghoul Square Card 6:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Ghoul Square Card 7:
    Sard
    MM
    Monster 6
    Traits:
    Plant
    Electricity
    Poison
    To Defeat:
    Combat 23
    The Sard is immune to the Electricity, Mental, and Poison traits.
    After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
    Ghoul Square Card 8:
    Graven Guardian of Set
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

    Location #3: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Ruined Temple Card 1:
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 2:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Ruined Temple Card 3:
    Hand of Glory
    MM
    Item 6
    Traits:
    Accessory
    Magic
    Gambling
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
    At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.
    Ruined Temple Card 4:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Ruined Temple Card 5:
    Sky Pharaoh's Curse
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Arcane 15
    OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
    Ruined Temple Card 6:
    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
    Before you act, you are dealt 1d4 Poison damage.
    Ruined Temple Card 7:
    Devourer Assassin
    None
    Villain 6
    Type: Monster
    Traits:
    Rogue
    Undead
    To Defeat:
    Divine
    Perception 6
    THEN Combat 28
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.
    Ruined Temple Card 8:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Ruined Temple 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.
    Ruined Temple Card 10:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.

    Location #4: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Mumia Lab Card 1:
    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.
    Mumia Lab Card 2:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.
    Mumia Lab Card 3:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Mumia Lab Card 4:
    Quickdraw Shield
    MM
    Armor 5
    Traits:
    Shield
    Finesse
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.
    Mumia Lab Card 5:
    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.
    Mumia Lab Card 6:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.
    Mumia Lab Card 7:
    Kor-Ahn-Tuk
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Gorgon
    Mummy
    To Defeat:
    Combat 23
    Kor-Ahn-Tuk is immune to the Mental and Poison traits.
    Before you act, succeed at a Dexterity or Acrobatics 9 check or bury a card and you may not play cards during this encounter.
    If the check to defeat has the Acid trait, add 1d8.
    After you act, if the check to defeat has the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mumia Lab Card 8:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Mumia Lab Card 9:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.
    Mumia Lab Card 10:
    Smite Abomination
    MM
    Spell 4
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 10
    Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

    Location #5: Vault of Hidden Wisdom
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/Gimry, None


  • Aric Deck Handler

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

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Start of Turn: Stay as Red Raven
    Move to Ghoul Square
    Use Power to encounter him

    End of Move Examine - Thunder Lizard

    Thunder Lizard:

    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Nok-Nok takes 1d4 Electricity damage
    BYA Damage: 1d4 ⇒ 3

    Combat 13: 1d10 + 7 + 2d4 + 3 ⇒ (5) + 7 + (1, 4) + 3 = 20

    Roll Details:

    Combat(Melee) - 1d10+7
    Keen Rapier +3 - 2d4+3

    Skip Free Explore

    End of Turn Examine - Ossumental Swarm
    Closing Henchman, leave it there and I can take care of it and the close next turn if need be

    After Examine: Switch to Aric

    "

    Aric wrote:

    Hand: Keen Rapier +3, Giantbane Curve Blade +3, Quick-Change Mask, Neferekhu, Blessing of the Midnight Lord, Blessing of the Vaultmaster,

    Displayed:
    Current Location: Ghoul Square
    Kit: Hypnotist's Locket, Isiem, Ring of Regeneration,
    Deck: 10 Discard: 3 Buried: 3
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Vizier, Blessing of the Savored Sting, Blessing of the Quartermaster, Vampiric Backsword +3, Fortune Teller, Wayfinder, Elyana, Lockpick Shield
    Recharged: Blessing of Zon-Kuthon, Spyglass,
    Discard Pile: Corrosive Backsword +4, Sorrowsoul, Billy (Evangelist),
    Buried Pile: Doc (Forensic Physician), Mask of the Red Raven, Red Leathers,

    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), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

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

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

    "

    "End of Turn Summary
    Nok-Nok takes 1d4 Electricity damage
    Banished Card 1 of Ghoul Square
    Examined Card 2


  • deck handler

    Blessing of Nethys in effect. Display Embiggen.

    Eternal Arena Card 1: 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.

    knowledge 6 +12 aided by Embiggen, revealing Headband of Mental Superiority: 1d12 + 1d8 + 6 ⇒ (12) + (1) + 6 = 19

    use Daji discarding Mass Cure to heal spells: 1d4 + 1 ⇒ (1) + 1 = 2

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Embiggen: Arcane 10: 1d12 + 1d8 + 6 ⇒ (9) + (6) + 6 = 21 -> Embiggen recharged.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Mass Cure, Acid Burst, Ring of Protection (Core), Headband of Mental Superiority, Blessing of the Savored Sting, Eruption, Game of Afterlife, Scrying,

    Displayed: Daji,
    Deck: 12 Discard: 3 Buried: 0
    "Current Location: Eternal Arena
    Hero Points: 6"
    "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.

    Scrying: Discard this card to choose a type of card and examine the top 3 cards of any location deck. If there are cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order on the top or bottom of the deck.

    Blessing of the Savored Sting: On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to the check.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mythopoeic Sphinx, Third Eye, Chain Lightning (Core), The Midwife, Nightspear, Shapechange (Core), Icy Prison (Core), Salvator Scream, The Marriage, Meteor Swarm (Core), Disintegrate (Core)
    Recharged: Embiggen,
    Discard Pile: Imp, Pyromaniac Mage, The Foreign Trader,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

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

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
    [x] At the start of your turn, you may discard a spell to draw a spell that has the Healing ([x] or Mental or Poison) trait from your discard pile.
    [x] When a character at your location attempts a check against a bane that is not a check to defeat, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    [x] When a character at your location attempts a check against a bane that is not a check to defeat, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.

    Eternal Arena Card 1 banished.

    Dark Archive

    Deck handler link

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

    Out of turn updates
    Aric/Gimry's Thunder Lizard
    Electricity damage: 1d4 ⇒ 1 Recharge ac Elemental Brass Mail to reduce to 0

    Hour = 2 NokNok/Matsu_Kurisu: Blessing of Thoth

    Start of Turn
    At: Ghoul Square: M:3 B:2 W:2

    Give: No

    Move: Mumia Lab: M:2 B:1 W:1

    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.

    Free explore = Mumia Lab Card 1: Stained Glass Elemental, Ally C: Arcane 9

    Spoiler:
    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.

    Display The Lost Harrows(Arcane)
    Arcane 1d12+3,
    Arcane 9: 1d12 + 3 ⇒ (7) + 3 = 10 Acquired

    Discard Heister, explore (May evade & recharge barrier, then explore) = Mumia Lab Card 2: Spellbottle, Item 3: Arcane 10

    Spoiler:
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.

    Arcane 1d12+3, (#Monsters+1d4) +2+1d4
    Arcane 10: 1d12 + 3 + 2 + 1d4 ⇒ (5) + 3 + 2 + (4) = 14 Acquired

    End of Turn

    Recovery

    Reset
    Recharge
    Discard ac Spellbottle
    Draw lt Freed Soul, Spell Ward Shield

    Summary
    Location = Mumia Lab(3-10)
    Acquired = 1: Stained Glass Elemental, 2: Spellbottle
    Banished =
    Examined =

    Displayed =
    Added =

    From Box =

    GIVE =

    USED =

    Other =

    "

    Nok-Nok wrote:

    Hand: Sawtooth Sabre +2, ac Staff of the Hooded Cobra, ac Stained Glass Elemental, Spell Ward Shield, Cerulean Mastermind, lt Freed Soul, Blessing of the Vaultmaster,

    Displayed: The Lost Harrows(Arcane),
    Deck: 12 Discard: 4 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2([X]4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
    ~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    During This Adventure:

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    Deck tracker

    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. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"
    10: Curse of the Mummy
    Scourge
    Traits: Curse Undead Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.
    "Send your best raiders! All will be lost!"

    During This Scenario:

  • Cohort: Guard Captain Marden Gilpher
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Setup:
    When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck.

    Shuffle into the siege deck the villain Devourer Assassin and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters (3).

    Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel, Varanthe the Paralyzer, and Xandhul Bloodsbane III on the bottom of different location decks.

    Display the support card Defensive Stance

    Defensive Stance:

    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
    When you would examine cards in a location deck, you may examine them in the siege deck instead.
    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    Additional Rules: Displayed Blessings: 0

    Varanthe the Paralyzer:

    Henchman
    Type: Monster
    Traits: Aristocrat Undead
    To Defeat: Intelligence Knowledge Wisdom Divine 13
    Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Mortevia Strassel:

    Henchman
    Type: Monster
    Traits: Ghast Soldier Undead
    To Defeat: Constitution Fortitude Charisma Arcane 13
    Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

    Xandhul Bloodsbane III :

    Henchman
    Type: Monster
    Traits: Human Rogue
    To Defeat: Strength Melee Stealth Diplomacy 13
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.

    Guard Captain Marden Gilpher:

    Cohort
    Traits: Human Antipaladin
    Reveal this card and recharge a card to add 1d8 to your combat or Fortitude check. Recharge this card to reduce damage dealt to you to 0.

    Scenario Level (#): 6

    Turn: 7, Aric/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Elder Ice Elemental
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Cold
    To Defeat:
    Combat 16
    The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
    Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
    If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.

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

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

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

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

    Barriers
    Spoiler:
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

    Spoiler:
    Collapsing Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.

    Spoiler:
    Lightning Storm
    MM
    Barrier B
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck.
    While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

    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.

    Spoiler:
    Polymorph Gas
    MM
    Barrier 6
    Traits:
    Curse
    Trap
    Magic
    Poison
    To Defeat:
    Constitution
    Fortitude
    Intelligence
    Perception 14
    If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.

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

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

    Spoiler:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.

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

    Spoiler:
    Sling Staff +2
    MM
    Weapon 6
    Traits:
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 12
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
    If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check.

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

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

    Spoiler:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

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

    Spoiler:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Elemental Brass Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    OR Intelligence
    Arcane
    Wisdom
    Divine 14
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

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

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

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

    Spoiler:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Reveal this card to reduce all damage dealt to you by 3.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.

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

    Spoiler:
    Bird Feather Tokens
    MM
    Item 3
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.

    Spoiler:
    Ring of Stony Flesh
    MM
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 10
    OR Constitution
    Fortitude 8
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add 1 die to your Constitution non-combat check.
    Put this card on top of your deck to reduce all damage dealt to you by 2.

    Spoiler:
    Carpet of Flying
    MM
    Item 6
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Suvival 13
    Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
    Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.

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

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

    Spoiler:
    Tomb Artisan
    MM
    Ally 6
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 14
    Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card.

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

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

    Spoiler:
    Fortune-Teller
    MM
    Ally 6
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    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 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 Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

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

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

    Current Hour:

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

    Hours Remaining: 23

    Hourglass

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

    Location #1: Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M: 3 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, None

    Eternal Arena Card 1:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Eternal Arena Card 2:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
    Eternal Arena Card 3:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Eternal Arena Card 4:
    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.
    Eternal Arena Card 5:
    Sky Pharaoh's Fang
    MM
    Villain 6
    Type: Monster
    Traits:
    Trigger
    Undead
    Inquisitor
    Fire
    To Defeat:
    Combat 32
    When you examine this card, examine the next card of this location deck; if it is a boon, banish it. Then encounter this card.
    The Sky Pharaoh's Fang is immune to the Cold, Fire, Mental, and Poison traits. All damage dealt by the Sky Pharaoh's Fang is Fire damage.
    Eternal Arena Card 6:
    Clawhand Shield
    MM
    Armor 3
    Traits:
    Shield
    Offhand
    To Acquire:
    Constitution
    Fortitude 6
    OR Melee 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.

    Location #2: Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Aric/Gimry, None
    Ghoul Square Card 1:
    Ossumental Swarm
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 20
    The Ossumental Swarm is immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    Ghoul Square Card 2:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.
    Ghoul Square Card 3:
    Steel Ibis Lamellar
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10
    Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
    Recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Ghoul Square Card 4:
    Crook and Flail of Kings
    MM
    Weapon 6
    Traits:
    Mace
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
    Recharge this card to add 1 die to your combat check that has the Attack trait.
    Ghoul Square Card 5:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Ghoul Square Card 6:
    Sard
    MM
    Monster 6
    Traits:
    Plant
    Electricity
    Poison
    To Defeat:
    Combat 23
    The Sard is immune to the Electricity, Mental, and Poison traits.
    After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
    Ghoul Square Card 7:
    Graven Guardian of Set
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

    Location #3: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Ruined Temple Card 1:
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Ruined Temple Card 2:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Ruined Temple Card 3:
    Hand of Glory
    MM
    Item 6
    Traits:
    Accessory
    Magic
    Gambling
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
    At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.
    Ruined Temple Card 4:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Ruined Temple Card 5:
    Sky Pharaoh's Curse
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Arcane 15
    OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
    Ruined Temple Card 6:
    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
    Before you act, you are dealt 1d4 Poison damage.
    Ruined Temple Card 7:
    Devourer Assassin
    None
    Villain 6
    Type: Monster
    Traits:
    Rogue
    Undead
    To Defeat:
    Divine
    Perception 6
    THEN Combat 28
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.
    Ruined Temple Card 8:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Ruined Temple 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.
    Ruined Temple Card 10:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.

    Location #4: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, None
    Mumia Lab Card 1:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Mumia Lab Card 2:
    Quickdraw Shield
    MM
    Armor 5
    Traits:
    Shield
    Finesse
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.
    Mumia Lab Card 3:
    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.
    Mumia Lab Card 4:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.
    Mumia Lab Card 5:
    Kor-Ahn-Tuk
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Gorgon
    Mummy
    To Defeat:
    Combat 23
    Kor-Ahn-Tuk is immune to the Mental and Poison traits.
    Before you act, succeed at a Dexterity or Acrobatics 9 check or bury a card and you may not play cards during this encounter.
    If the check to defeat has the Acid trait, add 1d8.
    After you act, if the check to defeat has the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mumia Lab Card 6:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Mumia Lab Card 7:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.
    Mumia Lab Card 8:
    Smite Abomination
    MM
    Spell 4
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 10
    Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

    Location #5: Vault of Hidden Wisdom
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • Red Raven Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of Isis
    Hour Power:No effect.
    Location: Ghoul Square
    Location Power:When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Start of Turn: Switch to Red Raven
    Recharge Quick Change Mask and encounter

    Combat 20: 1d10 + 7 + 2d4 + 3 + 1d4 + 1d10 + 1d10 ⇒ (8) + 7 + (3, 4) + 3 + (3) + (10) + (1) = 39

    Roll Details:

    Combat(Melee) - 1d10+7
    Keen Rapier +3 - 2d4+3
    Discard - 1d4
    Double Blessed - 1d10+1d10

    Recharge Midnight Lord to double bless
    30+, so grab a new Blessing - Blessing of the Ancients

    Bury Neferekhu to close

    Stuck as Red Raven

    "

    Red Raven wrote:

    Hand: Giantbane Curve Blade +3, Lockpick Shield, Blessing of the Ancients, Blessing of the Vaultmaster,

    Displayed:
    Current Location: Ghoul Square
    Kit: Hypnotist's Locket, Isiem, Ring of Regeneration,
    Deck: 11 Discard: 4 Buried: 4
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elyana, Vizier, Blessing of the Quartermaster, Blessing of the Savored Sting, Wayfinder, Fortune Teller, Vampiric Backsword +3
    Recharged: Blessing of Zon-Kuthon, Spyglass, Quick-Change Mask, Blessing of the Midnight Lord,
    Discard Pile: Corrosive Backsword +4, Sorrowsoul, Billy (Evangelist), Keen Rapier +3,
    Buried Pile: Doc (Forensic Physician), Mask of the Red Raven, Red Leathers, Neferekhu,
    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3
    Perception: Wisdom +2
    Charisma d4 ☐ +1

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

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

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

    "


  • deck handler

    Blessing of Wadjet in effect.

    Cast Scrying naming monster on Eternal Arena. Card 1 Guecubu, Card 2 Furies of the Drowned Desert, card 3 Elemental Mastery. Shuffle location and recharge Guecubu then Furies.

    random: 1d4 + 2 ⇒ (4) + 2 = 6

    Eternal Arena Card 6: Clawhand Shield:

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

    constitution 6: 1d6 ⇒ 6

    Use Daji discarding Acid Burst to heal itself.

    Kasmir ends their turn. Discard Clawhand Shield and Mass Cure.

    Kasmir attempts to recover all cards in their Recovery pile.
    Scrying: Arcane 12: 1d10 + 1d4 + 6 ⇒ (4) + (1) + 6 = 11 -> Scrying discarded.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Meteor Swarm (Core), Chain Lightning (Core), Ring of Protection (Core), Headband of Mental Superiority, Blessing of the Savored Sting, Eruption, Game of Afterlife, Shapechange (Core),

    Displayed: Daji,
    Deck: 10 Discard: 6 Buried: 0
    "Current Location: Eternal Arena
    Hero Points: 6"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

    Blessing of the Savored Sting: On any check, discard this card to roll 1d4, 1d6, 1d8, and 1d10; add the highest result to the check.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Kasmir! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mythopoeic Sphinx, Disintegrate (Core), Embiggen, Third Eye, The Midwife, Icy Prison (Core), Acid Burst, The Marriage, Salvator Scream, Nightspear
    Recharged:
    Discard Pile: Imp, Pyromaniac Mage, The Foreign Trader, Clawhand Shield, Mass Cure, Scrying,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

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

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
    [x] At the start of your turn, you may discard a spell to draw a spell that has the Healing ([x] or Mental or Poison) trait from your discard pile.
    [x] When a character at your location attempts a check against a bane that is not a check to defeat, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    [x] When a character at your location attempts a check against a bane that is not a check to defeat, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.

    Eternal Arena cards 1 and 2 recharged. Card 6 acquired.

    Display Shapechange (Core).

    Dark Archive

    Deck handler link

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

    Out of turn updates

    Hour = 2 NokNok/Matsu_Kurisu: Blessing of the Ancients

    Start of Turn
    At: Mumia Lab: M:2 B:1 W:1
    At This Location: At the start of your turn, succeed at a Constitution 4 check
    Constitution 1d10+4 = Auto
    Display Spell Ward Shield

    Give: No

    Move: No

    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.

    Free explore = Mumia Lab Card 1: Venomous Heavy Crossbow +2, Weapon 5: Dexterity 10

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

    Dexterity 1d8, (#Monsters+1d4) +2+1d4,
    Dexterity 10: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10 Acquired

    discard Blessing of the Vaultmaster, explore +1d vs barrier = Mumia Lab Card 2: Quickdraw Shield, Armor 5: Fortitude 10

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

    Fortitude 1d10+4+2
    Fortitude 10: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16 Acquired

    Display lt Freed Soul

    End of Turn
    lt Freed Soul: Recharge blessing: 1d3 ⇒ 2
    Spell Ward Shield check
    Strength 1d8+3, (#Monsters+1d4) +2+1d4,
    Strength 6: 1d8 + 3 + 2 + 1d4 ⇒ (6) + 3 + 2 + (3) = 14 Stays displayed

    Recovery

    Reset
    Recharge
    Discard
    Draw Fortune-Teller(Core)

    Summary
    Location = Mumia Lab(3-8)
    Acquired = 1: Venomous Heavy Crossbow +2, 2: Quickdraw Shield
    Banished =
    Examined =

    Displayed =
    Added =

    From Box =

    GIVE =

    USED =

    Other =

    "

    Nok-Nok wrote:

    Hand: Sawtooth Sabre +2, ac Staff of the Hooded Cobra, ac Stained Glass Elemental, ac Venomous Heavy Crossbow +2, Cerulean Mastermind, ac Quickdraw Shield, Fortune-Teller(Core),

    Displayed: The Lost Harrows(Arcane), Spell Ward Shield, lt Freed Soul,
    Deck: 11 Discard: 5 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2([X]4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
    ~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Aric Deck Handler

    ========================
    Red Raven starts their turn.
    Hour: Blessing of Anubis
    Hour Power:No effect.
    Location: Ghoul Square
    Location Power:When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Start of Turn: Stay as Red Raven
    Move to Ruined Temple

    End of Move Examine - Blessing of Pharasma
    After Examine: Switch to Aric
    Swap Lockpick Sheild with Ring of Regen

    Blessing of Pharasma:

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

    Intelligence 5: 1d8 + 1 ⇒ (7) + 1 = 8

    Roll Details:

    Intelligence - 1d8+1

    Acquiring a boon lets me examine - Whip of Centipedes

    Regen: 1d4 ⇒ 4
    End of Turn, Ring Of Regeneration: Keen Rapier +3

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Vampiric Backsword +3, Ring of Regeneration, Elyana, Blessing of the Ancients, Blessing of the Vaultmaster,

    Displayed:
    Current Location: Ruined Temple
    Kit: Hypnotist's Locket, Isiem, Lockpick Shield,
    Deck: 11 Discard: 3 Buried: 4
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Quartermaster, Wayfinder, Blessing of Pharasma, Vizier, Blessing of the Savored Sting, Fortune Teller
    Recharged: Blessing of Zon-Kuthon, Spyglass, Quick-Change Mask, Blessing of the Midnight Lord, Keen Rapier +3,
    Discard Pile: Corrosive Backsword +4, Sorrowsoul, Billy (Evangelist),
    Buried Pile: Doc (Forensic Physician), Mask of the Red Raven, Red Leathers, Neferekhu,

    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), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

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

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

    "

    "End of Turn Summary
    Acquired Card 1 of the Ruined Temple
    Examined card 2


  • deck handler

    Blessing of the Elements in effect. Choose hand size 10 for Shapechange.

    random from the top: 1d3 ⇒ 2

    Eternal Arena Card 4: 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.

    Oddly not immune to poison. NokNok discards Venomous Heavy Crossbow +2.

    combat 6 +12 casting Eruption, revealing Headband of Mental Superiority, aided by Venomous Heavy Crossbow +2: 1d10 + 4d6 + 1d4 + 1d4 + 8 ⇒ (3) + (4, 2, 4, 2) + (3) + (1) + 8 = 27

    use Daji discarding Chain Lightning (Core) to heal spells: 1d4 + 1 ⇒ (4) + 1 = 5

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Eruption: Arcane 13: 1d10 + 1d4 + 6 ⇒ (2) + (1) + 6 = 9 -> Eruption discarded.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Meteor Swarm (Core), Ring of Protection (Core), Headband of Mental Superiority, Blessing of the Savored Sting, Game of Afterlife, Salvator Scream, Embiggen, Disintegrate (Core), Acid Burst, Mass Cure,

    Displayed: Daji, Shapechange (Core),
    Deck: 9 Discard: 4 Buried: 0
    "Current Location: Eternal Arena
    Hero Points: 6"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

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

    Embiggen: Freely display next to a local character. While displayed: On that character’s checks, replace all dice as follows: d4->d8, d6->d10, d8->12, d10->d12, d12->d20 (if you have one). At the end of the turn, banish.
    Movement: Move me to the Academy 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): Scrying, Chain Lightning (Core), Third Eye, Nightspear, Icy Prison (Core), The Marriage, The Midwife, Mythopoeic Sphinx
    Recharged: Eruption,
    Discard Pile: Imp, Pyromaniac Mage, The Foreign Trader, Clawhand Shield,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

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

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
    [x] At the start of your turn, you may discard a spell to draw a spell that has the Healing ([x] or Mental or Poison) trait from your discard pile.
    [x] When a character at your location attempts a check against a bane that is not a check to defeat, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    [x] When a character at your location attempts a check against a bane that is not a check to defeat, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.

    Eternal Arena Card 4 banished.

    NokNok discards Venomous Heavy Crossbow +2.


    During This Adventure:

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    Deck tracker

    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. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"
    10: Curse of the Mummy
    Scourge
    Traits: Curse Undead Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.
    "Send your best raiders! All will be lost!"

    During This Scenario:

  • Cohort: Guard Captain Marden Gilpher
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Setup:
    When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck.

    Shuffle into the siege deck the villain Devourer Assassin and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters (3).

    Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel, Varanthe the Paralyzer, and Xandhul Bloodsbane III on the bottom of different location decks.

    Display the support card Defensive Stance

    Defensive Stance:

    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
    When you would examine cards in a location deck, you may examine them in the siege deck instead.
    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    Additional Rules: Displayed Blessings: 0

    Varanthe the Paralyzer:

    Henchman
    Type: Monster
    Traits: Aristocrat Undead
    To Defeat: Intelligence Knowledge Wisdom Divine 13
    Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Mortevia Strassel:

    Henchman
    Type: Monster
    Traits: Ghast Soldier Undead
    To Defeat: Constitution Fortitude Charisma Arcane 13
    Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

    Xandhul Bloodsbane III :

    Henchman
    Type: Monster
    Traits: Human Rogue
    To Defeat: Strength Melee Stealth Diplomacy 13
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.

    Guard Captain Marden Gilpher:

    Cohort
    Traits: Human Antipaladin
    Reveal this card and recharge a card to add 1d8 to your combat or Fortitude check. Recharge this card to reduce damage dealt to you to 0.

    Scenario Level (#): 6

    Turn: 12, NokNok/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Ecorche
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 20
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

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

    Spoiler:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.

    Spoiler:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits.
    Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3.
    While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8.

    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.

    Barriers
    Spoiler:
    Thousand Suns
    MM
    Barrier 6
    Traits:
    Trap
    Obstacle
    Magic
    To Defeat:
    Intelligence
    Perception
    Arcane
    Disable 18
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

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

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

    Spoiler:
    Pharaoh's Altar
    MM
    Barrier 5
    Traits:
    Trigger
    Cache
    Lock
    Curse
    To Defeat:
    Dexterity
    Disable 12
    OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer the scourge Curse of Blindness.

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

    Weapons
    Spoiler:
    Dancing Scimitar +2
    MM
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    On your combat check, if you played another weapon, discard this card to add 1d6+2.

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

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

    Spoiler:
    Glacial Hunga Munga
    MM
    Weapon 6
    Traits:
    Axe
    Ranged
    Piercing
    Cold
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength skill + 1d6 +2. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add your Strength or Melee skill.

    Spoiler:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move. You may not use this power during an encounter.

    Spells
    Spoiler:
    Vision
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence Arcane Wisdom Divine 13
    Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Dune of Doom
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

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

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

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

    Spoiler:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.

    Spoiler:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Reveal this card to reduce all damage dealt to you by 3.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
    If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.

    Items
    Spoiler:
    Ring of Stony Flesh
    MM
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 10
    OR Constitution
    Fortitude 8
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add 1 die to your Constitution non-combat check.
    Put this card on top of your deck to reduce all damage dealt to you by 2.

    Spoiler:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.

    Spoiler:
    Carpet of Flying
    MM
    Item 6
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Suvival 13
    Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
    Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.

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

    Spoiler:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

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

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

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

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

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


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

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

    Spoiler:
    Blessing of 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 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.

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Aric/Gimry:
    Spoiler:
    Hourglass Card 1 Aric/Gimry
    Grand Lodge's Favor
    None
    Favor 6
    Traits:
    When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
    Hourglass Card 2 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Kasmir/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 3 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 3 NokNok/Matsu_Kurisu
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 4 Aric/Gimry:
    Spoiler:
    Hourglass Card 4 Aric/Gimry
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
    Hourglass Card 5 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 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 6 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 6 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 7 Aric/Gimry:
    Spoiler:
    Hourglass Card 7 Aric/Gimry
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 8 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Kasmir/Bigguyinblack
    Blessing of 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 9 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 9 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 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 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 12 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 12 NokNok/Matsu_Kurisu
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
    Hourglass Card 13 Aric/Gimry:
    Spoiler:
    Hourglass Card 13 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Kasmir/Bigguyinblack
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 15 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 15 NokNok/Matsu_Kurisu
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 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 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 18 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 18 NokNok/Matsu_Kurisu
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.

    Location #1: Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, Guecubu, Furies of the Drowned Desert (both recharged), Elemental Mastery (shuffled)

    Eternal Arena Card 1:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Eternal Arena Card 2:
    Sky Pharaoh's Fang
    MM
    Villain 6
    Type: Monster
    Traits:
    Trigger
    Undead
    Inquisitor
    Fire
    To Defeat:
    Combat 32
    When you examine this card, examine the next card of this location deck; if it is a boon, banish it. Then encounter this card.
    The Sky Pharaoh's Fang is immune to the Cold, Fire, Mental, and Poison traits. All damage dealt by the Sky Pharaoh's Fang is Fire damage.
    Eternal Arena Card 3 (Guecubu):
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Eternal Arena Card 4 (Furies of the Drowned Desert):
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

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

    Location #3: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Aric/Gimry, Whip of Centipedes (reloaded)

    Ruined Temple Card 1 (Whip of Centipedes):
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
    Ruined Temple Card 2:
    Hand of Glory
    MM
    Item 6
    Traits:
    Accessory
    Magic
    Gambling
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
    At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.
    Ruined Temple Card 3:
    Elemental Mastery
    MM
    Spell 3
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Ruined Temple Card 4:
    Sky Pharaoh's Curse
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    To Defeat:
    Intelligence
    Perception
    Arcane 15
    OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
    Ruined Temple Card 5:
    Girtablilu Ranger
    MM
    Monster 4
    Traits:
    Trigger
    Girtablilu
    Poison
    To Defeat:
    Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
    Before you act, you are dealt 1d4 Poison damage.
    Ruined Temple Card 6:
    Devourer Assassin
    None
    Villain 6
    Type: Monster
    Traits:
    Rogue
    Undead
    To Defeat:
    Divine
    Perception 6
    THEN Combat 28
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.
    Ruined Temple Card 7:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Ruined Temple 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.
    Ruined Temple Card 9:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.

    Location #4: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, None
    Mumia Lab Card 1:
    Ghost Battling Ring
    MM
    Item C
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead.
    Mumia Lab Card 2:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.
    Mumia Lab Card 3:
    Kor-Ahn-Tuk
    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Gorgon
    Mummy
    To Defeat:
    Combat 23
    Kor-Ahn-Tuk is immune to the Mental and Poison traits.
    Before you act, succeed at a Dexterity or Acrobatics 9 check or bury a card and you may not play cards during this encounter.
    If the check to defeat has the Acid trait, add 1d8.
    After you act, if the check to defeat has the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mumia Lab Card 4:
    Sightless Starvation
    MM
    Barrier 5
    Traits:
    Trigger
    Curse
    Undead
    Poison
    To Defeat:
    SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Mumia Lab Card 5:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.
    Mumia Lab Card 6:
    Smite Abomination
    MM
    Spell 4
    Traits:
    Magic
    Divine
    To Acquire:
    Wisdom
    Divine 10
    Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

    Location #5: Vault of Hidden Wisdom
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

  • Dark Archive

    Deck handler link

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

    Out of turn updates
    Discard Venomous Heavy Crossbow +2 for Kasmir

    Hour = 12 NokNok/Matsu_Kurisu: Blessing of Horus

    Start of Turn
    At: Mumia Lab: M:2 B:1 W:1
    At This Location: At the start of your turn, succeed at a Constitution 4 check
    Constitution 1d10+4 = Auto

    Give: No

    Move: No

    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.

    Reveal Fortune-Teller(Core) (Boon) = Mumia Lab Card 1: Ghost Battling Ring
    explore = Mumia Lab Card 1: Ghost Battling Ring, Item C: Arcane 8

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

    Arcane 1d12+3, (#Monsters+1d4) +2+1d4,
    Arcane 8: 1d12 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9 Acquired

    Free explore = Mumia Lab Card 2: Kalnaka, Monster 5: Combat 22

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

    Reveal Sawtooth Sabre +2 1d8+3+1d6+2, (#Barriers+1) +2, Finesse +1d4, recharge ac Ghost Battling Ring +1d8+6
    Combat 22: 1d8 + 3 + 1d6 + 2 + 2 + 1d4 + 1d8 + 6 ⇒ (3) + 3 + (5) + 2 + 2 + (3) + (6) + 6 = 30 Banished

    End of Turn
    lt Freed Soul: Recharge blessing: 1d3 ⇒ 3 (Blessing of the Vaultmaster)
    Spell Ward Shield check
    Strength 1d8+3, (#Monsters+1d4) +2+1d4,
    Strength 6: 1d8 + 3 + 2 + 1d4 ⇒ (3) + 3 + 2 + (3) = 11 Stays displayed

    Recovery

    Reset
    Recharge
    Discard
    Draw Limning Starknife

    Summary
    Location = Mumia Lab(3-6)
    Acquired = 1: Ghost Battling Ring
    Banished = 2: Kalnaka
    Examined =

    Displayed =
    Added =

    From Box =

    GIVE =

    USED =

    Other =

    "

    Nok-Nok wrote:

    Hand: Sawtooth Sabre +2, ac Staff of the Hooded Cobra, ac Quickdraw Shield, ac Stained Glass Elemental, Cerulean Mastermind, Fortune-Teller(Core), Limning Starknife,

    Displayed: The Lost Harrows(Arcane), Spell Ward Shield, lt Freed Soul,
    Deck: 12 Discard: 5 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2([X]4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
    ~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Aric Deck Handler

    ========================
    Aric starts his turn.
    Hour:Grand Lodge's Favor
    Hour Power:While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
    Location: Ruined Temple
    Location Power:When you play a card that has the Divine trait, bury it.
    Adventure Powers:

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Hour lets me examine all the stuffs.
    Eternal Arena - Elemental Mastery
    Mumia Lab - Kor-Ahn-Tuk (Henchman)

    Recharge Random Ally: 1d2 ⇒ 1 -> Sorrowsoul

    RingOfRegen: 1d2 ⇒ 1
    Start of Turn, Ring Of Regeneration: Corrosive Backsword +4

    Start of Turn: Stay as Aric
    Replace Ring Of Regen with Isiem from kit

    Whip of Centipedes:

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

    Auto Fail this

    DiscardRecharge Isiem to examine top 3 and reorder, then explore

    Card 2 - Hand of Glory
    Card 3 - Elemental Mastery
    Card 4 - Sky Pharaoh's Curse (TRIGGER)

    Leave card 2 on top, explore

    Hand of Glory:

    MM
    Item 6
    Traits:
    Accessory
    Magic
    Gambling
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
    At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.

    Intelligence 11: 1d8 + 1 + 1d8 ⇒ (4) + 1 + (7) = 12

    Roll Details:

    Intelligence - 1d8+1
    Blessed - 1d8

    Use my Ancients to bless

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Vampiric Backsword +3, Hand of Glory, Vizier, Elyana, Blessing of the Vaultmaster,

    Displayed:
    Current Location: Ruined Temple
    Kit: Hypnotist's Locket, Ring of Regeneration, Lockpick Shield,
    Aric has the following scourges marked:
    Sky Pharaoh's Curse:
    While Marked:
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

    Deck: 13 Discard: 2 Buried: 4
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Quartermaster, Blessing of the Savored Sting, Fortune Teller, Wayfinder, Blessing of Pharasma
    Recharged: Blessing of Zon-Kuthon, Spyglass, Quick-Change Mask, Blessing of the Midnight Lord, Keen Rapier +3, Sorrowsoul, Corrosive Backsword +4, Isiem,
    Discard Pile: Billy (Evangelist), Blessing of the Ancients,
    Buried Pile: Doc (Forensic Physician), Mask of the Red Raven, Red Leathers, Neferekhu,

    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), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

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

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

    "

    End of Turn Summary
    Banished Card 1 from Temple
    Acquired Card 2 from the Temple
    Card 3 of the Temple is the top and has been examined
    Displayed Card 4 of the Temple next to my deck


  • deck handler

    Blessing of Bastet in effect.

    Discard Salvator Scream to draw the top card of the blessing deck Nok-Nok's Blessing of Horus. Display Embiggen.

    Move to Mumia Lab.

    combat damage: 1d6 ⇒ 1 Reveal Ring of Protection (Core) to prevent it.

    Mumia Lab Card 3: Kor-Ahn-Tuk:

    MM
    Henchman 5
    Type: Monster
    Traits:
    Undead
    Gorgon
    Mummy
    To Defeat:
    Combat 23
    Kor-Ahn-Tuk is immune to the Mental and Poison traits.
    Before you act, succeed at a Dexterity or Acrobatics 9 check or bury a card and you may not play cards during this encounter.
    If the check to defeat has the Acid trait, add 1d8.
    After you act, if the check to defeat has the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    dexterity 9 aided by Embiggen, discarding Blessing of Horus to double bless: 3d10 ⇒ (3, 5, 2) = 10

    combat 23 casting Acid Burst, revealing Headband of Mental Superiority, aided by Embiggen: 1d12 + 2d8 + 1d8 + 1d12 + 6 ⇒ (1) + (5, 2) + (3) + (10) + 6 = 27

    scourge for not defeating by 6+: 1d10 ⇒ 8 Curse of the Sphinx

    combat 13 vs Crawling Hands to close casting Meteor Swarm (Core), revealing Headband of Mental Superiority, aided by Embiggen: 1d12 + 2d10 + 2d20 + 1d8 + 6 ⇒ (4) + (4, 6) + (13, 2) + (4) + 6 = 39

    On close acquire random item #3 Deliquescent Gloves. Send Game of Afterlife to recovery to remove my Curse of the Sphinx.

    Mass Cure NokNok: 1d4 + 1 ⇒ (3) + 1 = 4

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

    Kasmir ends their turn.

    Kasmir attempts to recover all cards in their Recovery pile.
    Acid Burst: Arcane 6: 1d10 + 1d4 + 6 ⇒ (4) + (3) + 6 = 13 -> Acid Burst recharged .
    Meteor Swarm (Core): Arcane 17: 1d10 + 1d4 + 6 ⇒ (5) + (1) + 6 = 12 -> Meteor Swarm (Core) discarded.
    Game of Afterlife: Int 8: 1d10 + 1d4 + 4 ⇒ (3) + (1) + 4 = 8 -> Game of Afterlife recharged.
    Embiggen: Arcane 10: 1d12 + 1d8 + 6 ⇒ (12) + (4) + 6 = 22 -> Embiggen recharged.

    Kasmir resets their hand.

    Kasmir wrote:

    Hand: Third Eye, Ring of Protection (Core), Headband of Mental Superiority, Blessing of the Savored Sting, Icy Prison (Core), Mythopoeic Sphinx, Eruption, Disintegrate (Core), Scrying, The Foreign Trader,

    Displayed: Daji, Shapechange (Core),
    Deck: 9 Discard: 6 Buried: 0
    "Current Location: Mumia Lab
    Hero Points: 6"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

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

    The Foreign Trader: On a local non-combat check, discard to bless and add your Intelligence die. (1d10)
    Movement: Move me to the Academy 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): Deliquescent Gloves, The Marriage, Blessing of Horus, The Midwife, Nightspear, Chain Lightning (Core)
    Recharged: Acid Burst, Game of Afterlife, Embiggen,
    Discard Pile: Imp, Pyromaniac Mage, Clawhand Shield, Salvator Scream, Meteor Swarm (Core), Mass Cure,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

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

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
    [x] At the start of your turn, you may discard a spell to draw a spell that has the Healing ([x] or Mental or Poison) trait from your discard pile.
    [x] When a character at your location attempts a check against a bane that is not a check to defeat, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    [x] When a character at your location attempts a check against a bane that is not a check to defeat, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.

    Mumia Lab is closed.

    Acquired random item #3 Deliquescent Gloves and the next hour Blessing of Horus.

    Healed NokNok for 4.

    Dark Archive

    Deck handler link

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

    Out of turn updates
    Healed 4 by Kasmir
    Card not healed: 1d5 ⇒ 2 (Blessing of Maat)

    Hour = 4 Aric/Gimry: Blessing of Ptah

    Start of Turn
    At: Mumia Lab: M:2 B:1 W:1

    Give: No

    Move: Eternal Arena: M:4 B:1 W:1
    Move Damage: 1d6 ⇒ 3 Freely Reveal ac Quickdraw Shield(ac Staff of the Hooded Cobra) -2, Spell Ward Shield -2 = 0

    At This Location: When you move during your move step you are dealt 1d6 Combat damage.

    Reveal Fortune-Teller(Core) (Bane) = Eternal Arena Card 1: Elemental Mastery, Spell 3
    Not boon = No explore

    Free explore = Eternal Arena Card 1: Elemental Mastery, Spell 3: Intelligence 11

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

    1d4 says nope. Banished

    End of Turn
    lt Freed Soul: Recharge blessing: 1d1 ⇒ 1 (Blessing of Maat)
    Spell Ward Shield check
    Strength 1d8+3, (#Monsters+1d4) +2+1d4,
    Strength 6: 1d8 + 3 + 2 + 1d4 ⇒ (2) + 3 + 2 + (1) = 8 Stays displayed

    Recovery

    Reset
    Recharge
    Discard
    Draw Heister

    Summary
    Location = #1: Eternal Arena(2-4)
    Acquired =
    Banished = 1: Elemental Mastery
    Examined =

    Displayed =
    Added =

    From Box =

    GIVE =

    USED =

    Other =

    "

    Nok-Nok wrote:

    Hand: Sawtooth Sabre +2, Limning Starknife, ac Quickdraw Shield, ac Stained Glass Elemental, Cerulean Mastermind, Fortune-Teller(Core), Heister,

    Displayed: The Lost Harrows(Arcane), Spell Ward Shield, lt Freed Soul,
    Deck: 17 Discard: 0 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2([X]4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
    ~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    Aric Deck Handler

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

  • The scourge die is 1d10.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.
    Scenario Powers:
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Start of Turn: Stay as Aric
    Grab Ring of Regen from kit for Vampiric sword

    Elemental Mastery:

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

    Auto Fail this

    Recharge Elyana to examine/explore

    Girtablilu Ranger (TRIGGER)
    Elyana lets me ignore triggers
    After Examine: Switch to Red Raven
    Swap Ring of Regen for Lockpick shield
    Don't move, but do explore

    Girtablilu Ranger:

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

    BYA Damage: 1d4 ⇒ 4
    Owie! Discard all but my sword

    Combat 17: 1d10 + 7 + 1d10 + 3 ⇒ (2) + 7 + (5) + 3 = 17

    Roll Details:

    Combat(Melee) - 1d10+7
    Giantbane Curve Blade +3 - 1d10+3

    End of Turn Examine - Devourer Assassin (VILLAIN!)
    After Examine: Switch to Aric

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Wayfinder, Fortune Teller, Blessing of the Savored Sting, Blessing of Pharasma, Blessing of the Quartermaster,

    Displayed:
    Current Location: Ruined Temple
    Kit: Hypnotist's Locket, Vampiric Backsword +3, Ring of Regeneration,
    Aric has the following scourges marked:
    Sky Pharaoh's Curse:
    While Marked:
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

    Deck: 9 Discard: 6 Buried: 4
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 8
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of Zon-Kuthon, Spyglass, Quick-Change Mask, Blessing of the Midnight Lord, Keen Rapier +3, Sorrowsoul, Corrosive Backsword +4, Isiem, Elyana,
    Discard Pile: Billy (Evangelist), Blessing of the Ancients, Lockpick Shield, Hand of Glory, Vizier, Blessing of the Vaultmaster,
    Buried Pile: Doc (Forensic Physician), Mask of the Red Raven, Red Leathers, Neferekhu,

    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), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

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

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

    "

    End of Turn Summary
    Banished Cards 3 and 5 from Ruined Temple
    Examined Card 6


  • During This Adventure:

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    Deck tracker

    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. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"
    10: Curse of the Mummy
    Scourge
    Traits: Curse Undead Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.
    "Send your best raiders! All will be lost!"

    During This Scenario:

  • Cohort: Guard Captain Marden Gilpher
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.

    Setup:
    When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck.

    Shuffle into the siege deck the villain Devourer Assassin and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters (3).

    Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel, Varanthe the Paralyzer, and Xandhul Bloodsbane III on the bottom of different location decks.

    Display the support card Defensive Stance

    Defensive Stance:

    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
    When you would examine cards in a location deck, you may examine them in the siege deck instead.
    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

    Additional Rules: Displayed Blessings: 0

    Varanthe the Paralyzer:

    Henchman
    Type: Monster
    Traits: Aristocrat Undead
    To Defeat: Intelligence Knowledge Wisdom Divine 13
    Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Mortevia Strassel:

    Henchman
    Type: Monster
    Traits: Ghast Soldier Undead
    To Defeat: Constitution Fortitude Charisma Arcane 13
    Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

    Xandhul Bloodsbane III :

    Henchman
    Type: Monster
    Traits: Human Rogue
    To Defeat: Strength Melee Stealth Diplomacy 13
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.

    Guard Captain Marden Gilpher:

    Cohort
    Traits: Human Antipaladin
    Reveal this card and recharge a card to add 1d8 to your combat or Fortitude check. Recharge this card to reduce damage dealt to you to 0.

    Scenario Level (#): 6

    Turn: 17, Kasmir/Bigguyinblack

    Random Cards:

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

    Spoiler:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.

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

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

    Spoiler:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

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

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


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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    Axe of the Imperative
    MM
    Weapon 5
    Traits:
    Axe
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Perception 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Spoiler:
    Dancing Scimitar +2
    MM
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    On your combat check, if you played another weapon, discard this card to add 1d6+2.

    Spells
    Spoiler:
    Canopic Conversion
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check.
    When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

    Spoiler:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spoiler:
    Icy Prison
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Boneshatter
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12; if the check is against a non-villain monster, ignore its powers that happen 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 15 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.

    Spoiler:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.

    Spoiler:
    Elemental Brass Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    OR Intelligence
    Arcane
    Wisdom
    Divine 14
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

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

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

    Items
    Spoiler:
    Necklace of Fireballs
    MM
    Item 4
    Traits:
    Accessory
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.

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

    Spoiler:
    Evocation Staff
    MM
    Item 5
    Traits:
    Staff
    Attack
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 14
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.

    Spoiler:
    Canopic Jar
    MM
    Item 6
    Traits:
    Object
    Magic
    Undead
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Recharge this card to draw a card that has the Undead trait from your discard pile.
    Banish this card to add 3d12 to your check against a monster that has the Undead trait.

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

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

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

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

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

    Spoiler:
    Tomb Artisan
    MM
    Ally 6
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 14
    Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card.

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

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

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

    Spoiler:
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Current Hour:

    Blessing of 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: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 NokNok/Matsu_Kurisu
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 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 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 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 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 Aric/Gimry:
    Spoiler:
    Hourglass Card 5 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 6 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Kasmir/Bigguyinblack
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
    Hourglass Card 7 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 NokNok/Matsu_Kurisu
    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 8 Aric/Gimry:
    Spoiler:
    Hourglass Card 8 Aric/Gimry
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 9 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Kasmir/Bigguyinblack
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 10 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 Aric/Gimry:
    Spoiler:
    Hourglass Card 11 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 12 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Kasmir/Bigguyinblack
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.

    Location #1: Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: NokNok/Matsu_Kurisu, Guecubu, Furies of the Drowned Desert (both recharged), Elemental Mastery (shuffled)

    Eternal Arena Card 1:
    Sky Pharaoh's Fang
    MM
    Villain 6
    Type: Monster
    Traits:
    Trigger
    Undead
    Inquisitor
    Fire
    To Defeat:
    Combat 32
    When you examine this card, examine the next card of this location deck; if it is a boon, banish it. Then encounter this card.
    The Sky Pharaoh's Fang is immune to the Cold, Fire, Mental, and Poison traits. All damage dealt by the Sky Pharaoh's Fang is Fire damage.
    Eternal Arena Card 2 (Guecubu):
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Eternal Arena Card 3 (Furies of the Drowned Desert):
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

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

    Location #3: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Aric/Gimry, Devourer Assassin (villain) (reloaded)

    Ruined Temple Card 1 (Devourer Assassin):
    Devourer Assassin
    None
    Villain 6
    Type: Monster
    Traits:
    Rogue
    Undead
    To Defeat:
    Divine
    Perception 6
    THEN Combat 28
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.
    Ruined Temple Card 2:
    Scribe
    MM
    Ally 4
    Traits:
    Human
    Hireling
    To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Ruined Temple 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.
    Ruined Temple Card 4:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.

    Location #4: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kasmir/Bigguyinblack, None

    Location #5: Vault of Hidden Wisdom
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


  • deck handler

    Blessing of Wadjet in effect. Discard Eruption to draw Mass Cure. Choose enhanced physical stats for Shapechange.

    Banish Mythopoeic Sphinx to draw Khai-Utef from the box..

    Move to Ruined Temple.

    Ruined Temple Card 1 (Devourer Assassin): Devourer Assassin:

    None
    Villain 6
    Type: Monster
    Traits:
    Rogue
    Undead
    To Defeat:
    Divine
    Perception 6
    THEN Combat 28
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    NokNok needs to guard. Then Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.

    Dark Archive

    Deck handler link

    Guard attempt
    Location #1: Eternal Arena
    When Closing: Summon and defeat a monster from the box.

    M1: Elemental Arachnid, Monster 4: Combat 17

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

    Before you act, you are dealt 1 Acid damage (Spell Ward Shield -4=0), then 1 Cold damage(Spell Ward Shield -4=0), then 1 Electricity damage(Spell Ward Shield -4=0), then 1 Fire damage(Spell Ward Shield -4=0).
    Reveal & discard Sawtooth Sabre +2 1d8+3+1d6+2+1d8+6, (#Barriers+1) +2, Finesse +1d4,
    Combat 17: 1d8 + 3 + 1d6 + 2 + 1d8 + 6 + 2 + 1d4 ⇒ (6) + 3 + (5) + 2 + (1) + 6 + 2 + (3) = 28 Success. Defeated and Guarded

    Before you act, all characters must attempt a Constitution or Fortitude 13 check.
    Fortitude 1d10+4+2, (#Monsters+1d4) +4+1d4
    Fortitude 13: 1d10 + 4 + 2 + 4 + 1d4 ⇒ (4) + 4 + 2 + 4 + (4) = 18 Success


    deck handler

    constitution 13 aided by Shapechange, discarding The Foreign Trader to bless and add my intelligence die: 2d12 + 1d10 + 2 ⇒ (1, 1) + (2) + 2 = 6

    reroll discarding Blessing of the Savored Sting to double bless: 3d12 + 2 ⇒ (2, 1, 9) + 2 = 14

    perception 6 freely revealing Headband of Mental Superiority, freely revealing Third Eye: 1d8 + 1d4 + 1d10 + 5 ⇒ (7) + (4) + (10) + 5 = 26

    Using Aric's Blessing of Pharasma.

    combat 28 casting Icy Prison (Core), revealing Headband of Mental Superiority, recharge Khai-Utef to add 2 dice, double blessed by Pharasma: 5d10 + 4d6 + 1d4 + 6 ⇒ (3, 10, 6, 8, 8) + (2, 6, 3, 2) + (4) + 6 = 58

    Victory!


    Victory!

    Development:
    Although the guard captain had no compunction marching straight to Sellortia, neither did Nightcrescent’s devourer and its lackeys shy from meeting you in the city’s streets. What ensued were predictable but vicious battles, and ones you barely escaped alive, thanks in no small part to the merciless Guard Captain Marden Gilpher.

    With the devourer dispatched, however, the guard captain has exacted his revenge for his murdered guards. As soon as the shriveled undead creature’s body sloughs apart, Gilpher sneers in wicked delight. Without another word, he strides away, leaving you yet again alone in front of Blood Lord Stavros Nightcrescent’s home.

    You could leave, too. But, with his assassin vanquished and his defensive resources likely weakened, you figure that the best time to strike against the vampire—and finally retrieve the Pathfinder Society’s relics—is now.

    Scenario Reward:

  • Each character chooses a type of boon other than loot and adds a card of that type that has an adventure deck number of 6 from the game box to the cards acquired during this scenario.
  • Bonus deck upgrade.
  • 1 XP, 1 Hero Point

    Acquired cards:
    Stained Glass Elemental (Ally C)
    Pyromaniac Mage (Ally 5)
    Quickdraw Shield (Armor 5)
    Elemental Brass Mail (Armor 6)
    Clawhand Shield (Armor 3)
    Blessing of Horus (Blessing B)
    Blessing of the Ancients (Blessing B)
    Blessing of Pharasma (Blessing B)
    Ghost Battling Ring (Item C)
    Hand of Glory (Item 6)
    Spellbottle (Item 3)
    Deliquescent Gloves (Item 3)
    Deliquescent Gloves (Item 3)
    Venomous Heavy Crossbow +2 (Weapon 5)
    Staff of the Hooded Cobra (Weapon 6)
    +3 more chosen by the players

    To the discussion page!


  • Scenario 4-6E: REVENANT COURT REVEALED
    You’ve been here before, you whisper over and over, like a mantra to convince yourself that no monster lurks in the darkness ahead. You’ve infiltrated Sellortia’s looming halls before, crawling over its gargoyle-clad parapets to avoid searing traps, ducking in and out of alcoves past monstrous guardians made of flesh and stitches. This time you know the manor’s defensive secrets, and you’re determined to outwit them.
    But this time, you don’t have the backing of powerful Bellator Mortus guards. And this time, you’re keen to avoid the manor’s master, a vampire Blood Lord. Stavros Nightcrescent is an evil of practically mythic proportions, yet he is a tiny speck of wickedness in the sea of depravity that is Mechitar. You’re simply here to sneak into Sellortia’s catacombs, find artifacts that belong to the Pathfinder Society, and escape this wretched nation once and for all.

    At first, the mission seems almost easy. You encounter virtually none of the minions you fought the last time you intruded upon Stavros’s home. You even manage to swipe a few powerful baubles, though you have yet to come upon the missing artifacts you seek.

    Then, you take a wrong turn, and you find yourself creeping into a darkened parlor. By the dim light of your flickering torch, you see shadowed stonework interspersed with swathes of crimson curtains. At the back of the grand room, his back turned to you, is an ephemeral man draped in onyx velveteen robes, his silky black hair cascading down broad shoulders toward a narrow waist.

    Your feet are not your own as your shuffle forward, ever silent and yet drawn by the magnetic presence of this beautiful and terrible being. He must be Stavros Nightcrescent, and his chanting is low and rhythmic. Your knowledge of the Infernal language is not great, but you can tell that Nightcrescent beseeches some powerful force. He’s offering it gifts he calls precious—fit to make his patroness a thousand newborn children. Nightcrescent stops chanting and a blast of impossibly hot, sulfuric air tears assaults you. Behind him opens a searing rift radiating unholy light, hatred, and fear.

    The time to contemplate what’s happening is gone, because Nightcrescent has turned, and his fangs are bared for your neck!

    LOCATIONS:

    1 - CHISISEK'S TOMB
    1 - CRYPT
    1 - SEPULCHER OF THE SERVANT
    1 - HALL OF THE CROCODILE KINGS
    2 - FORGERY OF RA
    3 - HALL OF WINGED CHAOS
    4 - ETERNAL ARENA
    5 - RUINED TEMPLE
    6 - GHOUL SQUARE

    Story Banes:
    Villain: Stavros Nightcrescent
    Henchmen: QUEEN NEFERUSET, AIN-MEKH, NAILAH, PICASI, HANDMAIDENS OF NAILAH

    DURING THIS SCENARIO:

  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
  • When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.
  • The first time you would defeat Stavros Nightcrescent:
    ...he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.


  • Traders!
    2 to Hoppert. 3 Spells:

    Foresight:

    MM Spell 6
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 14
    Display this card. While displayed, you may ignore any non-villain power that happens when you examine a card. At the end of your turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 16 check to recharge it instead.
    Vision:

    MM Spell 5
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 13
    Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.
    Spite Cloud:

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

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

    During This Adventure:

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    Deck tracker

    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. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"
    10: Curse of the Mummy
    Scourge
    Traits: Curse Undead Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.
    "Send your best raiders! All will be lost!"

    During This Scenario:

  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
  • When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.
    The first time you would defeat Stavros Nightcrescent:
    ...he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.

    Scenario Level (#): 6

    Turn: 0, Kasmir/Bigguyinblack

    Random Cards:

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

    Spoiler:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.

    Spoiler:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.

    Spoiler:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

    Spoiler:
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.
    If the check to defeat has the Ranged trait, the difficulty is increased by 3.

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

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

    Spoiler:
    Fiendish Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
    If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

    Spoiler:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

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

    Weapons
    Spoiler:
    Shattertouch Shotel +2
    MM
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits.

    Spoiler:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

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

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

    Spoiler:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

    Spells
    Spoiler:
    Canopic Conversion
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check.
    When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spoiler:
    Channel the Gift
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Discard this card to allow a character at your location to search his deck for a spell and draw it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

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

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

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

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

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

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

    Spoiler:
    Elemental Brass Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    OR Intelligence
    Arcane
    Wisdom
    Divine 14
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Spoiler:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.

    Items
    Spoiler:
    Hand of Glory
    MM
    Item 6
    Traits:
    Accessory
    Magic
    Gambling
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
    At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.

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

    Spoiler:
    Sunrod
    MM
    Item 4
    Traits:
    Staff
    Attack
    Alchemical
    To Acquire:
    Strength
    Melee 10
    OR Intelligence
    Craft 12
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.

    Spoiler:
    Spellbottle
    MM
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine
    To Acquire:
    Arcane
    Divine 10
    Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.

    Spoiler:
    Necklace of Fireballs
    MM
    Item 4
    Traits:
    Accessory
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it.

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

    Spoiler:
    Sehela
    MM
    Ally 6
    Traits:
    Undead
    Ghost
    Incorporeal
    Alchemist
    To Acquire:
    Charisma
    Diplomacy 15
    Display this card. While displayed, you may add 1d6 to Craft, Disable, or Perception checks by any character at your location. When you suffer a scourge, bury this card.

    Spoiler:
    Tomb Artisan
    MM
    Ally 6
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 14
    Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card.

    Spoiler:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

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

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

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

    Spoiler:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 1 NokNok/Matsu_Kurisu
    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 2 Aric/Gimry:
    Spoiler:
    Hourglass Card 2 Aric/Gimry
    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 3 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Kasmir/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 4 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 4 NokNok/Matsu_Kurisu
    Blessing of 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
    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 Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 7 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 7 NokNok/Matsu_Kurisu
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
    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 the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 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 Aric/Gimry:
    Spoiler:
    Hourglass Card 11 Aric/Gimry
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Kasmir/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 13 NokNok/Matsu_Kurisu
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Aric/Gimry:
    Spoiler:
    Hourglass Card 14 Aric/Gimry
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 16 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 16 NokNok/Matsu_Kurisu
    Grand Lodge's Favor
    None
    Favor 6
    Traits:
    When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
    Hourglass Card 17 Aric/Gimry:
    Spoiler:
    Hourglass Card 17 Aric/Gimry
    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 18 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Kasmir/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 19 NokNok/Matsu_Kurisu
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Aric/Gimry:
    Spoiler:
    Hourglass Card 20 Aric/Gimry
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 21 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Kasmir/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 22 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 22 NokNok/Matsu_Kurisu
    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 23 Aric/Gimry:
    Spoiler:
    Hourglass Card 23 Aric/Gimry
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 24 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 Kasmir/Bigguyinblack
    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 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 25 NokNok/Matsu_Kurisu
    Blessing of Isis
    MM
    Blessing 3
    Traits:
    Divine
    Isis
    Acid
    To Acquire:
    Divine 7
    OR Intelligence
    Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Hourglass Card 26 Aric/Gimry:
    Spoiler:
    Hourglass Card 26 Aric/Gimry
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 Kasmir/Bigguyinblack
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 28 NokNok/Matsu_Kurisu:
    Spoiler:
    Hourglass Card 28 NokNok/Matsu_Kurisu
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Hourglass Card 29 Aric/Gimry:
    Spoiler:
    Hourglass Card 29 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 30 Kasmir/Bigguyinblack:
    Spoiler:
    Hourglass Card 30 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: Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M: 4 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: 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

    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

    Location #4: Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #5: Forgery of Ra
    At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
    When Closing: You are dealt 1d6 Fire damage.
    When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Please post starting info:

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

  • Dark Archive

    Deck handler link

    Nok-Nok/Matsu Kurisu - 4-6E: REVENANT COURT REVEALED

    Card Upgrade
    = Vampiric Backsword +3 (AD 5) in, Sawtooth Sabre +2 out
    = Shocking Sawtooth Saber (AD 6) in, Shadowless Sword #2 out

    Starting Location
    Hall of the Crocodile of Kings: M:2 B:3 W:0

    Loot/Traders
    Sun Falcon Pectoral: Mask of Stolen Mien out
    Freed Soul: Evangelist out

    Traders
    Sunburst Market
    td Stained Glass Elemental in, Harrow Deck out

    Scenario effect

    Hand

    "

    Nok-Nok wrote:

    Hand: Corrosive Backsword +4, The Lost Harrows( ), Heister, td Stained Glass Elemental, Secret Broker, Blessing of Maat, Blessing of Abadar,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Distant: Any support available
    Local:
    Other: Other:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor, Weapon
    POWERS:
    On your check against a monster([X] or a barrier), add 1 plus the number of barriers (~ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4(~ 1d6).
    On your check against a weapon or an item ([X] or on your check that is not a check to acquire or defeat), add ([X]1d4 plus) the number of monsters in your location's deck list.
    You may recharge up to 2([X]4) cards you would discard as damage. (~If you do so, you may then draw a card.)
    [X] When you would fail a check against a bane, you may add 1d8 (~ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
    ~When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

    Paizo Reroll: AVAILABLE
    Paizo Mat Discard: AVAILABLE

    "


    deck handler

    Trade out Salvator Scream, Death's Touch (Core), and Fate-reader Lenses for the loot cards Mythopoeic Sphinx, Game of Afterlife, and Eruption. Start at Hall of the Crocodile Kings.

    Kasmir wrote:

    Hand: Chain Lightning (Core), Shapechange (Core), The Foreign Trader, Mythopoeic Sphinx, Scrying, Headband of Mental Superiority, Ring of Protection (Core), Mass Cure,

    Displayed: Daji,
    Deck: 14 Discard: 0 Buried: 0
    "Current Location: Hall of the Crocodile Kings
    Hero Points: 7"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Daji: If this card has no markers, you may discard a card and mark this card to heal 1d4 spells; if you have a role, heal 1d4+1 spells instead. At the end of your turn, remove the marker.

    The Foreign Trader: On a local non-combat check, discard to bless and add your Intelligence die. (1d10)
    Movement: Move me to the Academy 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): Third Eye, Game of Afterlife, Nightspear, Embiggen, Imp, The Midwife, Blessing of the Savored Sting, Acid Burst, Fortune-Teller, Disintegrate (Core), Eruption, Icy Prison (Core), The Marriage, Meteor Swarm (Core)
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Wisdom d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2

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

    Favored Card: Blessing
    Hand Size: 6 ☑ 7 ☑ 8
    Proficiencies:
    Arcane, Healing
    POWERS:
    At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 ([x] +1) random cards from his discard pile into his deck. (☐ If the discarded card is a spell, you may attempt its checks to acquire; if you succeed, recharge it instead.)
    When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    ▢ On your check against a Healing card, you may recharge a spell to gain the skill Divine: Intelligence +0.
    [x] At the start of your turn, you may discard a spell to draw a spell that has the Healing ([x] or Mental or Poison) trait from your discard pile.
    [x] When a character at your location attempts a check against a bane that is not a check to defeat, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
    [x] When a character at your location attempts a check against a bane that is not a check to defeat, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.


    Aric Deck Handler

    Start at Forgery of Ra

    "

    Aric wrote:

    Hand: Giantbane Curve Blade +3, Keen Rapier +3, Gravewatcher Chain Mail, Billy (Evangelist), Isiem, Fortune Teller,

    Displayed:
    Current Location: Forgery of Ra
    Kit: Blessing of Zon-Kuthon, Blessing of the Vaultmaster, Vampiric Backsword +3,
    Deck: 16 Discard: 0 Buried: 0
    NOTES:
    Other: Paizo Re-Roll Used for 4-6D? N
    Hero Points: 9
    Used: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hypnotist's Locket, Isiem (2), Quick-Change Mask, Mask of the Red Raven, Ring of Regeneration, Blessing of the Quartermaster, Doc (Forensic Physician), Spyglass, Red Leathers, Blessing of the Savored Sting, Neferekhu, Wayfinder, Blessing of the Midnight Lord, Corrosive Backsword +4, Sorrowsoul, Vizier
    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), (☑ or when a character encounters a Story Bane) you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage (☑ or for its power), you may instead recharge it.
    ☑ When you acquire a boon, you may examine the top card of your location deck.
    ===================================
    THE RED RAVEN: SKILLS AND POWERS

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

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

    "


    During This Adventure:

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    Deck tracker

    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. blessings
    2. allies
    3. spells and weapons
    4. items
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"
    7: Curse of Fevered Dreams
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"
    8: Curse of the Sphinx]
    MM Scourge 4
    Traits: Curse Sphinx
    While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
    "I watch over all! There is no escaping my gaze!"
    9: Curse of Blindness
    MM Scourge 5
    Traits: Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
    "On the brightest noon, darkness shall reign!"
    10: Curse of the Mummy
    Scourge
    Traits: Curse Undead Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.
    "Send your best raiders! All will be lost!"

    During This Scenario:

  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
  • When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.
    The first time you would defeat Stavros Nightcrescent:
    ...he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.

    Scenario Level (#): 6

    Turn: 1, NokNok/Matsu_Kurisu

    Random Cards:

    Monsters
    Spoiler:
    Shaitan Ghul
    MM
    Monster 5
    Traits:
    Elemental
    Undead
    Janni
    To Defeat:
    Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.

    Spoiler:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

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

    Spoiler:
    Elder Ifreeti
    MM
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat has the Cold trait, add 1d8.
    If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

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

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

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

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

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

    Weapons
    Spoiler:
    Axe of the Imperative
    MM
    Weapon 5
    Traits:
    Axe
    Melee
    Slashing
    Magic
    To Acquire:
    Strength
    Melee
    Perception 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

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

    Spoiler:
    Dancing Scimitar +2
    MM
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    On your combat check, if you played another weapon, discard this card to add 1d6+2.

    Spoiler:
    Crook and Flail of Kings
    MM
    Weapon 6
    Traits:
    Mace
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 13
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
    Recharge this card to add 1 die to your combat check that has the Attack trait.

    Spoiler:
    Fate Blade
    MM
    Weapon 4
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Pharasma
    To Acquire:
    Dexterity
    Ranged
    Wisdom
    Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

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

    Spoiler:
    Foresight
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    Display this card. While displayed, you may ignore any non-villain power that happens when you examine a card. At the end of your turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 16 check to recharge it instead.

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

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

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

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

    Spoiler:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    Spoiler:
    Elemental Brass Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    OR Intelligence
    Arcane
    Wisdom
    Divine 14
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Spoiler:
    Gravewatcher Chain Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    Pharasma
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 13
    Reveal this card to reduce all damage dealt to you by 3.
    Recharge this card to add 1 die to a check that invokes the Undead trait by a character at your location.
    When any character plays a blessing that has the Pharasma trait on a check, recharge this card to add 1 die.
    If proficient with light armors, recharge this card to examine the top card of your deck.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

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

    Items
    Spoiler:
    Chest of Keeping
    MM
    Item 5
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.

    Spoiler:
    Hand of Glory
    MM
    Item 6
    Traits:
    Accessory
    Magic
    Gambling
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
    At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.

    Spoiler:
    Ring of Stony Flesh
    MM
    Item 5
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Melee 10
    OR Constitution
    Fortitude 8
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add 1 die to your Constitution non-combat check.
    Put this card on top of your deck to reduce all damage dealt to you by 2.

    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:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

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

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

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

    Spoiler:
    Tomb Artisan
    MM
    Ally 6
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 14
    Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card.

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

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

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

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

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

    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: 29

    Hourglass

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

    Location #1: Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M: 4 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Chisisek's Tomb Card 1:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait.
    Chisisek's Tomb Card 2:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits.
    Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3.
    While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8.
    Chisisek's Tomb Card 3:
    Tears of Death
    MM
    Item 6
    Traits:
    Liquid
    Poison
    Alchemical
    To Acquire:
    Intelligence
    Craft 13
    If you played a weapon on your combat check, reveal this card to add 2d8 and the Acid, Cold, or Poison trait. After the check, succeed at a Disable or Craft 12 check or Tears of Death deals 1d4+1 Poison damage to you then bury your discard pile.
    Chisisek's Tomb Card 4:
    Rukh
    MM
    Monster 3
    Traits:
    Animal
    Acid
    To Defeat:
    Combat 13
    THEN Combat 13
    All damage dealt by the Rukh is Acid damage.
    If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    If undefeated, move to a random location.
    Chisisek's Tomb Card 5:
    Holy Word Trap
    MM
    Barrier 5
    Traits:
    Trigger
    Trap
    Magic
    Divine
    To Defeat:
    Wisdom
    Divine 11
    OR Intelligence
    Perception 13
    When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
    Chisisek's Tomb Card 6:
    Elemental Skin
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Display this card next to your location and choose Acid, Cold, Electricity, or Fire. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 14 check to recharge it instead.
    Chisisek's Tomb 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.
    Chisisek's Tomb Card 8:
    Bonestorm
    MM
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17
    The Bonestorm is immune to the Mental and Poison traits.
    Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
    If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.
    Chisisek's Tomb Card 9:
    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.
    Chisisek's Tomb Card 10:
    Earth Ossumental
    MM
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.

    Location #2: 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:
    Elemental Arachnid
    MM
    Monster 4
    Traits:
    Construct
    To Defeat:
    Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
    Crypt Card 2:
    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.
    Crypt Card 3:
    Blessing of the Lady of Graves
    MM
    Blessing 5
    Traits:
    Divine
    Undead
    Pharasma
    To Acquire:
    Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
    Crypt Card 4:
    Falcon Crown
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
    For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
    If proficient with light armors, you may recharge this card when you play a spell.
    Crypt Card 5:
    Word of Ra
    MM
    Barrier 6
    Traits:
    Lock
    Trap
    Fire
    To Defeat:
    Dexterity
    Disable
    Stealth 17
    If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
    Crypt Card 6:
    Venomous Heavy Crossbow +2
    MM
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
    Crypt Card 7:
    Day Star Half-Plate
    MM
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Divine 10
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
    Crypt Card 8:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
    Crypt Card 9:
    Picasi
    MM
    Henchman 4
    Type: Monster
    Traits:
    Outsider
    Elemental
    Janni
    Monk
    To Defeat:
    Combat 20
    THEN Combat 16
    Before you act, succeed at a Wisdom, Stealth, Perception, or Survival 9 check or you are dealt 2 Combat damage.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d6.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 10:
    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.

    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:
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 2:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, bury your discard pile, then shuffle this card into a random open location deck.
    Sepulcher of the Servant Card 3:
    Silken Ceremonial Armor
    MM
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma 11
    On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result.
    Reveal this card to reduce damage dealt to you by 1.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    Sepulcher of the Servant Card 4:
    Nailah
    MM
    Henchman 6
    Type: Monster
    Traits:
    Undead
    Banshee
    Incorporeal
    Acid
    To Defeat:
    Combat 22
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 1d6 Acid damage.
    If the check to defeat does not have the Acid or Electricity trait, Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    Blessing of Anubis
    MM
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy
    To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check.
    Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Sepulcher of the Servant Card 7:
    Striking Wing Scimitar
    MM
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic
    Finesse
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move. You may not use this power during an encounter.
    Sepulcher of the Servant Card 8:
    Royal Naga
    MM
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Sepulcher of the Servant Card 9:
    Living Sandstorms
    MM
    Monster 5
    Traits:
    Trigger
    Elemental
    Outsider
    To Defeat:
    Combat 18
    When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
    Sepulcher of the Servant Card 10:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Location #4: Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Kasmir/Bigguyinblack, NokNok/Matsu_Kurisu, None
    Hall of the Crocodile Kings Card 1:
    Rolling Sphere
    MM
    Barrier 3
    Traits:
    Trap
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 12
    OR Disable 9
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
    Hall of the Crocodile Kings Card 2:
    Ain-Mekh
    MM
    Henchman 6
    Type: Monster
    Traits:
    Undead
    To Defeat:
    Combat 30
    Ain-Mekh is immune to the Mental and Poison traits.
    Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that may not be reduced, then Ain-Mekh is evaded.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of the Crocodile Kings Card 3:
    Freed Soul
    MM
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost
    To Acquire:
    Charisma
    Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
    Hall of the Crocodile Kings Card 4:
    Bird Feather Tokens
    MM
    Item 3
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.
    Hall of the Crocodile Kings Card 5:
    Collapsing Sphinx
    MM
    Barrier 4
    Traits:
    Trigger
    Obstacle
    Sphinx
    To Defeat:
    Dexterity
    Stealth
    Perception
    Wisdom 12
    When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat.
    Hall of the Crocodile Kings Card 6:
    Symbol of Fear
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Hall of the Crocodile Kings Card 7:
    Guecubu
    MM
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Hall of the Crocodile Kings Card 8:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
    Hall of the Crocodile Kings Card 9:
    Carpet of Flying
    MM
    Item 6
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Suvival 13
    Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
    Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.
    Hall of the Crocodile Kings Card 10:
    Blessing of Osiris
    MM
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing
    To Acquire:
    Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.

    Location #5: Forgery of Ra
    At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
    When Closing: You are dealt 1d6 Fire damage.
    When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Aric/Gimry, None
    Forgery of Ra Card 1:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
    Forgery of Ra Card 2:
    Inevitable Trap
    MM
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
    Forgery of Ra Card 3:
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.
    If the check to defeat has the Ranged trait, the difficulty is increased by 3.
    Forgery of Ra Card 4:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.
    Forgery of Ra Card 5:
    Dagger of Doubling
    MM
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
    On your combat check, if you played another weapon, discard this card to add 2d4.
    Forgery of Ra Card 6:
    Shocking Chest
    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.
    Forgery of Ra Card 7:
    Queen Neferuset
    MM
    Henchman 6
    Type: Monster
    Traits:
    Undead
    Mummy
    Oracle
    Cold
    To Defeat:
    Combat 27
    OR Divine 20
    Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage.
    If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck.
    If defeated, draw a random spell that has the Divine trait from the box.
    After the encounter, bury all weapons and armors played during the encounter.
    Forgery of Ra Card 8:
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Forgery of Ra Card 9:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.
    Forgery of Ra Card 10:
    Skyplate Armor
    MM
    Armor 5
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Craft
    Divine 12
    Reveal this card to reduce all damage dealt to you by 2.
    Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

    Location #6: Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Hall of Winged Chaos Card 1:
    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.
    Hall of Winged Chaos Card 2:
    Fortune-Teller
    MM
    Ally 6
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    Discard this card to explore your location.
    Hall of Winged Chaos Card 3:
    Knot of Isis
    MM
    Item 3
    Traits:
    Trigger
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.
    Hall of Winged Chaos Card 4:
    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.
    Hall of Winged Chaos Card 5:
    Wyvern Poison
    MM
    Item 5
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.
    Hall of Winged Chaos Card 6:
    Burning Child
    MM
    Monster 3
    Traits:
    Undead
    Fire
    To Defeat:
    Combat 16
    OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    Hall of Winged Chaos Card 7:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Hall of Winged Chaos Card 8:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Hall of Winged Chaos Card 9:
    Handmaiden of Nailah
    MM
    Henchman 6
    Type: Monster
    Traits:
    Trigger
    Undead
    Incorporeal
    To Defeat:
    Combat 20
    OR Divine 15
    When you examine this card, encounter it and ignore its power that happens after you act.
    The Handmaiden of Nailah is immune to the Mental and Poison traits.
    After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Hall of Winged Chaos Card 10:
    Killing Box
    MM
    Barrier 5
    Traits:
    Obstacle
    Trap
    Magic
    Arcane
    Acid
    To Defeat:
    Intelligence
    Knowledge
    Perception 13
    OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

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