Season of Plundered Tombs with eddiephlash [ACG] [NostalgiaCon 2022]

Game Master eddiephlash

Turn Order: Sajan -> Kyra -> Meligaster


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Catastrophe struck the world 10,000 years ago, and mighty Osirion was one of the first great nations to rise from the ashes. For centuries its pharaohs oversaw a golden age of expansion and innovation while crushing rivals such as the Tekritanin League and the golem armies of the Jistka Imperium. Eventually, though, the kingdom began to stagnate, its leaders unable to match the splendid accomplishments of their forebears. Following millennia of decline and foreign occupation, Osirion is once again autonomous and prospers under the Ruby Prince Khemet III.

Hoping to uncover forgotten secrets that his kingdom might employ while encouraging foreign traffic into the increasingly prosperous land, the Ruby Prince opened Osirion to foreign explorers approximately a decade ago. Those hoping to plunder tombs and make their fortune are subject to Osirian customs agents who reclaim the most historically sensitive finds and collect a modest tax on other goods. Yet even this is hardly enough to discourage treasure-hunters—not when one could uncover gold, lost magic, or even a piece of one of the legendary Shory flying cities from a lost age.

Among the region’s most influential archaeological operations is the Pathfinder Society, an international league of explorers and adventurers dedicated to discovering and chronicling the world’s mysteries. You recently completed your training as a Pathfinder agent in Absalom and set out for Osirion, dreaming of the ancient secrets buried beneath the sands and stone. Before you embark overland, though, it’s critical that you meet with Venture-Captain Norden Balentiir, who coordinates Pathfinder activity throughout Osirion and is an invaluable sage of which sites remain unexplored and unspoiled by common looters.

As your ship approaches Sothis, you can take in its beauty firsthand. Smooth-sided structures of tawny stone stand tall and proud, many capped with sparkling domes and adorned with spectacular columns. Famous temples tower over the skyline, including the Necropolis of the Faithful, overseen by Pharasma’s priests. It’s a stark reminder that even though Osirion condones treasure-hunting, the Lady of Graves demands that all respect the dead. Perhaps greatest of all Sothis’s monuments is the Black Dome, a colossal, translucent scarab beetle that stands at the city’s center. History says that this was once Ulunat, a destructive behemoth laid low by the city’s founder and now inhabited by its elite.

There’s little time for sightseeing here, though—once you meet with Norden Balentiir, the archaeological wealth of all Osirion will be yours to explore. What you uncover might not just change your fortunes; it could change the world!

Welcome to Season 3! Run with the Mummy's Mask base set, we'll be visiting traders, getting hit with Triggers, and suffering scourges. Depending on player count, I'll potentially play, trying to fill in as needed. We'll start with the con on Jan 10, so I hope to have the table and characters locked in by the 7th.


Adventure 1: Serpents in the Deep
Venture-Captain Norden Balentiir smiles as you take a seat in the gardens of the Sandswept Halls. This is the Pathfinder lodge in Sothis, capital of the desert nation of Osirion. Sycamores and tamarisks provide shade, and a lattice of grapevines and hanging plants grow on surrounding trellises. The venture-captain invited you to take part in a secret mission, and you are aware that the deceptively casual open-air meeting is just one of the skilled alchemist’s precautions against discovery. The Pathfinders are not free of troubles: death cultists successfully assaulted the lodge nearly a decade ago, and rogue Pathfinder agents stole from its vaults the following year. The venture- captain focuses his cunning mind and engineering expertise on enhancing the lodge’s protections. Back when the Sandswept Halls was a Keleshite prison, the old wards held. They will hold again.

“My friends,” he says, “thank you for joining me today. As you know, Osirion has been granting access to new archaeological sites by auction and lottery; it’s the Ruby Prince’s new plan to stimulate the economy. There’s a ruined city called Shotep-Kara, taken by the Obari Ocean 3,000 years ago. Most people have forgotten that it even existed. Long story short, the Aspis Consortium managed to gain official permission to excavate a small portion of the ruins in the shallows, the section of the city that was once closest to the shore. I have reason to believe that these ruins might hold secrets connected to the elemental planes; in fact, the city once held powerful portals that acted as secret sea lanes for the Four Pharaohs of Ascension. Thus, the ruins might prove useful in our study of our notable recent acquisition: a gem called the Untouchable Opal, and the elemental lord of air trapped within.

“This represents an opportunity we cannot ignore, and I believe you are best equipped to handle it. I ask that you head east to the Burning Cape, locate the Aspis camp, and infiltrate it without being spotted. A rabidly anti-Pathfinder faction within the Aspis Consortium recently collapsed, and we’ve brokered an uneasy peace with the Aspis. They’re nonetheless our main rivals, so don’t take anything for granted. Figure out what the Aspis know so far, and, if possible, explore the Aspis site yourselves in search of useful lore. A word of warning: Don’t stray past the dig site in the shallows marked by the Aspis, as the deeper city could prove too dangerous even for agents of your skills. Return here with whatever information you can gather; if you find any actionable intelligence, I’ll see to it that you’ll have the first crack at using it. Good luck, Pathfinders.”

Scenario 3-1A: AMBUSH AT BURNING CAPE:
It’s roughly 100 miles east from Sothis to the ruins of Shotep- Kara on the Burning Cape, Osirion’s northeast coast on the Obari Ocean. After giving you your secret mission to infiltrate the Aspis camp at Shotep-Kara, Venture-Captain Norden Balentiir provided you with camels and enough supplies for three weeks. This is more than enough time, he said, to make it there, perform reconnaissance, and head back, even if something goes wrong. Even though it’s just a small section of the ancient city, what could the Aspis have found there? Might it help the Society with its current schemes? Could it catapult you to fame and fortune?

Much to your dismay, the fresh fruit, bread, and vegetables of the first few days have given way to the usual trail rations by the time you reach the coast. As the sun rises in the east, the entire coastline appears aflame, giving the Burning Cape its name. The shoreline is littered with the wreckage of ancient seafaring vessels; the venture- captain had told you to expect these remains of ships that failed to reach the hidden sea lanes of Shotep-Kara. While ordinarily, these ships would be worthy of their own expeditions, they aren’t your mission this time, so you set thoughts of exploring them aside... at least for now. While you’re distracted by your thoughts, you fail to notice the ambush until the first arrow whizzes past your head, grazing you. The clever gnoll warband must have used the fiery morning glare to cloak their approach! The gnoll leader harries you, using hit-and-run tactics to disappear into hidden escape routes.

LOCATIONS:
1 - BRICKWORKS
1 - SULFUR PITS
1 - VOLCANIC VENTS
2 - SHIFTING DUNES
3 - TARWORKS
4 - WINDSWEPT CHASM
5 - HOWLING SANDS
6 - THORNSCRUB

Story Banes:
Villain: Bonecrusher Master
Closing Henchmen: Bonecrusher Ambushers

DURING THIS SCENARIO:

  • When a character successfully guards a location, that character is dealt 1d4 Ranged Combat damage.
  • When a non-villain Gnoll monster is defeated and would be banished, instead shuffle it into a random other open location.


  • During This Adventure:

  • The scourge die is 1d4+1.
  • When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

    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!"

    During This Scenario:

  • When a character successfully guards a location, that character is dealt 1d4 Ranged Combat damage.
  • When a non-villain Gnoll monster is defeated and would be banished, instead shuffle it into a random other open location.

    Additional Rules:
    Story Bane Details

    Bonecrusher Master (Villain):

    Type: Monster
    Traits: Gnoll Rogue
    To Defeat: Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Bonecrusher Ambusher (Henchmen):

    Henchman
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Sand Eel:

    Henchman
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location deck and discard a card. If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 0

    Random Cards:

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

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

    Spoiler:
    Emperor Cobra
    MM
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    If the check to defeat has the Cold or Fire trait, add 1d8.
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.

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

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

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

    Spoiler:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Feather of Maat
    MM
    Item B
    Traits:
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

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

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

    Spoiler:
    Mahga Threefingers
    MM
    Ally B
    Traits:
    Half-Orc
    Ranger
    To Acquire:
    Charisma
    Diplomacy 8
    On your check, after the roll, recharge this card to add 3 or subtract 2 from the result.
    Discard this card to explore your location.

    Spoiler:
    Sebti the Crocodile
    MM
    Ally 1
    Traits:
    Trigger
    Human
    Cleric
    To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a blessing that has the Pharasma trait to acquire acquire this card.
    If you fail to acquire this card, shuffle 3 random monsters from the box into your location deck.
    Recharge this card to examine the top 2 cards of any location deck.
    Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy checks.

    Spoiler:
    Giant Slug
    MM
    Ally B
    Traits:
    Animal
    Acid
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to add 1d4 and the Acid trait to your combat check.
    Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks.

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 30

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #6: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

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

    Please post starting info:

  • Boons or other rewards you're granting to this character.
  • Starting locations and hands


  • As mentioned, I'm Meligaster, built with OA1, Occult, Arcane, and Divine APs (the latter from a Season 6 reward). Start at Tarworks.

    Meligaster wrote:

    Hand: Charm Person, Divine Insight, Harrowed Society Student, Fez, Noble Brat,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Tarworks
    Hero Points: 0
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spellbook, Straitjacket, Sign of the Pack, Silver Balladeer, Holy Water, Telemphathic Projection, Incitation, Sign of the Thrush, Harrower, Acadamae Student
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Melee: Stregth +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Intelligence: +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may discard a card to use your Arcane Skill +1d4 (☐ 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
    On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. (☐ If you defeat the monster and would banish it, you may draw it.)
    On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐ +1). If you fail the check, recharge the revealed card.


    Deck Handler

    Will start with Kyra.

    Sajan wrote:

    Hand: Teamster, Mastiff, Blessing of the Quartermaster 3, Blessing of Cayden Cailean, Amulet of Mighty Fists,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    "Current Location: Kyra
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of the Quartermaster: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any non-combat check.

    Blessing of Cayden Cailean: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Sajan! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shining Wayfinder, Shuriken +1, Staff of Minor Healing (Core), Blessing of Gorum, Blessing of the Quartermaster 1, Blessing of Milani, Athlete, Temple Sword, Blessing of the Quartermaster 2, Blessing of Wadjet
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    "Melee Strength +1"
    "Acrobatics Dexterity +2"
    "Fortitude Constitution +2"
    "Perception Wisdom +1"

    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☐ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    At the start of the first turn display Mastiff to draw 2 cards: Staff of Minor Healing (Core) and Blessing of the Quartermaster 1.


    Starting Location: Tarworks
    Boon: Gameday IX Year of the Rotting Ruin Reward #5
    .
    .

    Kyra wrote:

    Hand: Cure (Core), Benefaction, Longspear (Core), Soothing Word, Holy Symbol (Core),

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Insight, Deflect, Chain Mail (Core), Prayer, Scythe (Core), Korvosan Guard, Token of Remembrance (Core), Prayer
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Adventure Packs: Divine, Smash, Support
    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Armor, Divine, ☐ Weapon
    POWERS:
    On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    ☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
    ☐☐☐ Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

    Grand Archive

    deck handler

    Also Starting with Kyra and having drawn my armoed coat will display it at first opportunity

    "

    Fumbus wrote:

    Hand: Elixir of Healing, Snake, Immolate, Elixir of Love, Heavy Crossbow,

    Displayed: Armored Coat,
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Flask (Core), Sands of the Hour, Light Crossbow (Core), Benefaction, Antiplague, Noxious Bomb (Core), Incitation, Acid Arrow, Blast Stone (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Disable Dexterity +0
    Ranged Dexterity +1
    Craft Intelligence +3
    Arcane Intelligence +1

    Favored Card: Alchemical Item (Attack spell)
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Alchemical
    POWERS:
    On a local Combat check ([ ]or a local check to defeat an obstacle ot trap barrier) You may discard a card([ ]Or recharge an alchemical or attack card to add 1d4 and the acid, fire or poison trait
    During recovery when you would banish an alchemical boon or an arcane attack spell you may discard it instead
    [ ]On you check that involes Acid Fire or Poison add 1d6

    "


    During This Adventure:

  • The scourge die is 1d4+1.
  • When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

    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!"

    During This Scenario:

  • When a character successfully guards a location, that character is dealt 1d4 Ranged Combat damage.
  • When a non-villain Gnoll monster is defeated and would be banished, instead shuffle it into a random other open location.

    Additional Rules:
    Story Bane Details

    Bonecrusher Master (Villain):

    Type: Monster
    Traits: Gnoll Rogue
    To Defeat: Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Bonecrusher Ambusher (Henchmen):

    Henchman
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Sand Eel:

    Henchman
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location deck and discard a card. If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 1, Sajan/Bigguyinblack

    Random Cards:

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

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

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

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

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

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

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

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

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

    Spoiler:
    Hunga Munga
    MM
    Weapon B
    Traits:
    Axe
    Ranged
    Piercing
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Strength skill + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, on your combat check, if you played another weapon, discard this card to add your Strength or Melee skill.

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

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

    Spoiler:
    Falcata
    MM
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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

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

    Current Hour:

    Blessing of Bastet:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 1 Kyra/Nickademus
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 2 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 2 Meligaster/eddiephlash
    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 3 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 3 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 4 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Sajan/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 5 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 5 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 6 Meligaster/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 7 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 7 Fumbus/JeffCook
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 8 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Sajan/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 9 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 9 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 10 Meligaster/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 11 Fumbus/JeffCook
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Sajan/Bigguyinblack
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 13 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 13 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 14 Meligaster/eddiephlash
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 15 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 15 Fumbus/JeffCook
    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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Sajan/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 17 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 17 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 18 Meligaster/eddiephlash
    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 19 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 19 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 20 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Sajan/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 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 21 Kyra/Nickademus
    Blessing of Ra
    MM
    Blessing C
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 22 Meligaster/eddiephlash
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 23 Fumbus/JeffCook
    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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 Sajan/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 25 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 25 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 26 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 26 Meligaster/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 27 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 27 Fumbus/JeffCook
    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 28 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 28 Sajan/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 29 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 29 Kyra/Nickademus
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Brickworks Card 1:
    Idorii
    MM
    Ally 1
    Traits:
    Half-Elf
    Fighter
    To Acquire:
    Melee
    Charisma
    Diplomacy 9
    If you fail to acquire this card, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d4 to a combat check by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.
    Brickworks Card 2:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Brickworks Card 3:
    Plague Zombie
    MM
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Brickworks Card 4:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Brickworks Card 5:
    Torch
    MM
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic
    To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.
    Brickworks Card 6:
    Khopesh
    MM
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
    Brickworks Card 7:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Brickworks Card 8:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Brickworks Card 9:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Brickworks Card 10:
    Marianix Karn
    MM
    Ally B
    Traits:
    Human
    Aspis
    Sage
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card to add 1 to your check to acquire a boon.
    Recharge this card to add 1d6 to your check to defeat a barrier.
    Discard this card to explore your location.

    Location #2: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Sulfur Pits Card 1:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sulfur Pits Card 2:
    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.
    Sulfur Pits Card 3:
    Embalmer
    MM
    Ally C
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Discard this card to explore your location.
    Sulfur Pits Card 4:
    Trapped Locker
    MM
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.
    Sulfur Pits Card 5:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Sulfur Pits Card 6:
    Good Omen
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Sulfur Pits Card 7:
    Khopesh
    MM
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
    Sulfur Pits Card 8:
    Crocodile Skin Armor
    MM
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
    Sulfur Pits Card 9:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Sulfur Pits Card 10:
    Yellow Jelly
    MM
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If the check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Volcanic Vents Card 1:
    Quicksand Bunyip
    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Volcanic Vents Card 2:
    Bonecrusher Master
    MM
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Volcanic Vents Card 3:
    Ring of Rejection
    MM
    Item P
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution 1
    Bury this card to evade your encounter.
    Bury this card to ignore any power on a card that happens when it is examined.
    "No."
    Volcanic Vents Card 4:
    Fireblade
    MM
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Fire
    Basic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Volcanic Vents Card 5:
    Kukri
    MM
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Volcanic Vents Card 6:
    Filter Hood
    MM
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.
    Volcanic Vents Card 7:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    Volcanic Vents Card 8:
    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.
    Volcanic Vents Card 9:
    Yellow Jelly
    MM
    Monster C
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.
    Volcanic Vents Card 10:
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Shifting Dunes Card 1:
    Whip
    MM
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.
    Shifting Dunes Card 2:
    Hurtling Tiles Trap
    MM
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.
    Shifting Dunes Card 3:
    Shock Lizard
    MM
    Ally C
    Traits:
    Animal
    Electricity
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.
    Shifting Dunes Card 4:
    Embalmer
    MM
    Ally B
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Discard this card to explore your location.
    Shifting Dunes Card 5:
    Camouflaged Pit Trap
    MM
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
    If defeated, you may explore your location.
    Shifting Dunes Card 6:
    Acid Jet
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Shifting Dunes Card 7:
    Acid Mantis
    MM
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
    Shifting Dunes Card 8:
    Brilliance of Ra
    MM
    Item B
    Traits:
    Trigger
    Object
    Magic
    Ra
    To Acquire:
    Strength
    Knowledge
    Divine 5
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your Strength non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.
    Shifting Dunes Card 9:
    Death Hound
    MM
    Monster B
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
    After you act, succeed at a Constitution or Fortitude 8 check or discard a card.
    Shifting Dunes Card 10:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #5: Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook, None
    Tarworks Card 1:
    Armored Kilt
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
    Tarworks Card 2:
    Potion of Energy Resistance
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.
    Tarworks Card 3:
    Death Hound
    MM
    Monster C
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
    After you act, succeed at a Constitution or Fortitude 8 check or discard a card.
    Tarworks Card 4:
    Pard
    MM
    Ally C
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 10
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check by a character at another location.
    Discard this card to examine the top card of another location deck. If it is a non-villain, non-henchman monster, you may place it on top or bottom of its location deck.
    Tarworks Card 5:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Tarworks Card 6:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tarworks Card 7:
    Falling Rubble
    MM
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn, and at the end of the turn, may succeed at a Strength 10 check to banish this barrier.
    If defeated, you may explore your location.
    Tarworks Card 8:
    Wing of Horus
    MM
    Item B
    Traits:
    Trigger
    Object
    Magic
    Horus
    To Acquire:
    Dexterity
    Knowledge
    Divine 6
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.
    Tarworks Card 9:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Tarworks Card 10:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Location #6: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Windswept Chasm Card 1:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Windswept Chasm Card 2:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Windswept Chasm Card 3:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Windswept Chasm Card 4:
    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.
    Windswept Chasm Card 5:
    The First Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Windswept Chasm Card 6:
    Collapsing Scaffolding
    MM
    Barrier C
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
    Windswept Chasm Card 7:
    Crocodile Skin Armor
    MM
    Armor C
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
    Windswept Chasm Card 8:
    Ubashki Swarm
    MM
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.
    Windswept Chasm Card 9:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
    Windswept Chasm Card 10:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.


  • Deck Handler

    Blessing of Bastet in effect. Displayed Mastiff to draw 2 cards.

    Tarworks Card 1: Armored Kilt:

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

    fortitude 5: 1d6 + 2 ⇒ (3) + 2 = 5

    Discard Teamster to explore.

    Tarworks Card 2: Potion of Energy Resistance:

    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 4
    Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.

    intelligence 4: 1d6 ⇒ 4

    Discard Blessing of Cayden Cailean to explore.

    Tarworks Card 3: Death Hound:

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

    combat 7 recharging Potion of Energy Resistance to use my acrobatics +1d6, revealing Amulet of Mighty Fists: 1d8 + 1d6 + 1d4 + 2 ⇒ (2) + (1) + (1) + 2 = 6
    folio reroll on the d6: 1d6 ⇒ 4

    combat 7 recharging Armored Kilt to use my Acrobatics +1d6, revealing Amulet of Mighty Fists: 1d8 + 1d6 + 1d4 + 2 ⇒ (7) + (3) + (4) + 2 = 16

    AYA fortitude 8 recharging Blessing of the Quartermaster 3 to bless: 2d6 + 2 ⇒ (2, 5) + 2 = 9

    Gain Curse of Vulnerability. Recharge Staff of Minor Healing (Core) to heal for 1. End turn. Discard Mastiff.

    Sajan wrote:

    Hand: Amulet of Mighty Fists, Blessing of the Quartermaster 1, Blessing of the Quartermaster 3, Shining Wayfinder, Temple Sword,

    Displayed: Curse of Vulnerability,
    Deck: 10 Discard: 2 Buried: 0
    "Current Location: Tarworks
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

    Curse of Vulnerability: While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

    Blessing of the Quartermaster: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any non-combat check.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Sajan! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Milani, Armored Kilt, Blessing of Cayden Cailean, Blessing of the Quartermaster 2, Potion of Energy Resistance, Blessing of Gorum, Staff of Minor Healing (Core), Blessing of Wadjet, Athlete, Shuriken +1
    Recharged:
    Discard Pile: Teamster, Mastiff,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    "Melee Strength +1"
    "Acrobatics Dexterity +2"
    "Fortitude Constitution +2"
    "Perception Wisdom +1"

    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☐ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    Tarworks cards 1 and 2 acquired. Card 3 banished.


    .
    .
    .
    .

    -- Kyra's Turn --
    Location: Tarworks - All damage dealt is Fire damage.

    On-Turn Actions
    Give a Card: Give Benefaction to Sajan.

    Banish Soothing Word to remove Sajan's scourge Curse of Vulnerability.

    Free Exploration: Pard
    Wisdom 7: 1d10 ⇒ 8
    Success
    Pard is acquired.

    Discard Pard to examine Brickworks (Idorii).
    Place Idorii back on top of Brickworks.

    Ending Turn
    End of Turn:
    Recovery:
    Soothing Word
    Reveal Holy Symbol to add 1d4.
    Divine 8: 1d10 + 1d4 + 3 ⇒ (1) + (2) + 3 = 6
    Failure
    Reset: Drawing three cards (Prayer, Divine Insight, Pard).

    On Meligaster's Turn:
    After Meligaster's turn starts discard Pard to examine Sulfur Pits (Bonecrusher Ambusher).

    Encounter Bonecrusher Ambusher, difficulty is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    Ask Sajan to discard Benefaction to bless.
    Wisdom 5: 2d10 ⇒ (5, 10) = 15
    Success
    Reveal Longspear to use Melee + 1d8. Discard Prayer to bless.
    Combat 13: 2d8 + 1d8 + 2 ⇒ (4, 8) + (8) + 2 = 22
    Success
    Bonecrusher Ambusher is banished.

    Party Resources Expended: Benefaction from Sajan (kinda) discarded.

    Kyra wrote:

    Hand: Longspear (Core), Divine Insight, Holy Symbol (Core),

    Displayed:
    Deck: 7 Discard: 3 Buried: 0
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Korvosan Guard, Curse of Vulnerability, Cure (Core), Scythe (Core), Deflect, Token of Remembrance (Core), Chain Mail (Core)
    Recharged:
    Discard Pile: Soothing Word, Pard, Prayer,
    Buried Pile:

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

    Adventure Packs: Divine, Smash, Support
    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Armor, Divine, ☐ Weapon
    POWERS:
    On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    ☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
    ☐☐☐ Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.


    Deck Handler

    During Kyra's turn receive Benefaction. Remove my Curse and heal for 1 due to Soothing Word.

    During Meligaster's turn recharge Blessing of the Quartermaster 3 to bless Kyra's check.


    [u]Typo Edit[/u]
    End of Turn: Recharge Cure to heal a card.
    Parn healed.


    Kyra's Ambusher's new location: 1d4 ⇒ 4: Shifting Dunes.


    Halfling Mesmerist Deck Handler

    Start turn. Hour is Horus. Give Divine Insight to Kyra. Cast Charm Person to draw random ally: Tomb Raider. Explore top card of Tarworks: Void Glyph. Reveal Noble Brat for a d4 per my mesmerist power.
    Arcane 6 + # = 7: 1d12 + 1 + 1d4 ⇒ (3) + 1 + (3) = 7 Defeated!

    Discard Tomb Raider to explore. Bonecrusher Ambusher. Recharge student for BYA
    Perception 5: 1d8 + 2 + 1d6 ⇒ (6) + 2 + (1) = 9 Success.
    Add 2 for first combat check. Discard Fez to use arcane. Reveal Noble Brat for mez power.
    Combat 10: 2 + 1d12 + 1 + 1d4 + 1d4 ⇒ 2 + (1) + 1 + (4) + (4) = 12 Defeated!
    Ambusher's new location: 1d5 ⇒ 3 Volcanic Vents

    Attempt to close. Recharge Noble Brat.
    Diplo 6+1=7: 1d12 + 2 + 1d6 ⇒ (8) + 2 + (2) = 12 Success!

    Tarworks closed! No armors to recover for WPC effect.

    End turn. Recovery, bury Charm Person. Reset hand, drawing 5.

    Meligaster wrote:

    Hand: Spellbook, Acadamae Student, Holy Water, Sign of the Thrush, Harrower,

    Displayed:
    Deck: 7 Discard: 2 Buried: 1
    Current Location: Tarworks
    Hero Points: 0
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Telemphathic Projection, Incitation, Straitjacket, Silver Balladeer, Sign of the Pack
    Recharged: Harrowed Society Student, Noble Brat,
    Discard Pile: Tomb Raider, Fez,
    Buried Pile: Charm Person,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Melee: Stregth +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Intelligence: +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may discard a card to use your Arcane Skill +1d4 (☐ 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
    On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. (☐ If you defeat the monster and would banish it, you may draw it.)
    On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐ +1). If you fail the check, recharge the revealed card.


    During This Adventure:

  • The scourge die is 1d4+1.
  • When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

    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!"

    During This Scenario:

  • When a character successfully guards a location, that character is dealt 1d4 Ranged Combat damage.
  • When a non-villain Gnoll monster is defeated and would be banished, instead shuffle it into a random other open location.

    Additional Rules:
    Story Bane Details

    Bonecrusher Master (Villain):

    Type: Monster
    Traits: Gnoll Rogue
    To Defeat: Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Bonecrusher Ambusher (Henchmen):

    Henchman
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Sand Eel:

    Henchman
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location deck and discard a card. If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 4, Fumbus/JeffCook

    Random Cards:

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

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

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

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

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

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

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

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

    Spoiler:
    Lightning Storm
    MM
    Barrier C
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to your location.
    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.

    Weapons
    Spoiler:
    Falcata
    MM
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.

    Spoiler:
    Spelldagger
    MM
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
    On your combat check, when you play a spell that has the Attack trait, discard this card to add 1d4.

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

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

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

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

    Spoiler:
    Acid Splash
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Acid
    Attack
    To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

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

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

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

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

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

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

    Spoiler:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

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

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

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

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

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

    Spoiler:
    Canteen
    MM
    Item C
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Allies
    Spoiler:
    Sebti the Crocodile
    MM
    Ally 1
    Traits:
    Trigger
    Human
    Cleric
    To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a blessing that has the Pharasma trait to acquire acquire this card.
    If you fail to acquire this card, shuffle 3 random monsters from the box into your location deck.
    Recharge this card to examine the top 2 cards of any location deck.
    Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy checks.

    Spoiler:
    Nefti the Bard
    MM
    Ally B
    Traits:
    Human
    Bard
    Aspis
    To Acquire:
    Charisma
    Diplomacy 8
    If you fail to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire a weapon, an armor, or an item.
    During the explore step of a character at your location, discard this card to allow her to explore her location.

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

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

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

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

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

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

    Spoiler:
    Blessing of the Sages
    None
    Loot P
    Type: Blessing
    Traits:
    Arcane
    Undead
    To Acquire:

    Discard this card to add 1 die to any check.
    Recharge this card to add 3d8 to any Knowledge or Perception check.
    Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it.


    Current Hour:

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

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Sajan/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 2 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 2 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 3 Meligaster/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 4 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 Fumbus/JeffCook
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 5 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Sajan/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 6 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 7 Meligaster/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 8 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 8 Fumbus/JeffCook
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Sajan/Bigguyinblack
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 10 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 10 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 11 Meligaster/eddiephlash
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 12 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 Fumbus/JeffCook
    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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Sajan/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 14 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 14 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 15 Meligaster/eddiephlash
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 16 Fumbus/JeffCook
    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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Sajan/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 18 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 18 Kyra/Nickademus
    Blessing of Ra
    MM
    Blessing C
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 19 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 20 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 21 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Sajan/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 22 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 22 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 23 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 23 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 24 Fumbus/JeffCook
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 25 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Sajan/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 26 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 26 Kyra/Nickademus
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Idorii (Reloaded)

    Brickworks Card 1 (Idorii):
    Idorii
    MM
    Ally 1
    Traits:
    Half-Elf
    Fighter
    To Acquire:
    Melee
    Charisma
    Diplomacy 9
    If you fail to acquire this card, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d4 to a combat check by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.
    Brickworks Card 2:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Brickworks Card 3:
    Plague Zombie
    MM
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Brickworks Card 4:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Brickworks Card 5:
    Torch
    MM
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic
    To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.
    Brickworks Card 6:
    Khopesh
    MM
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
    Brickworks Card 7:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Brickworks Card 8:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Brickworks Card 9:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Brickworks Card 10:
    Marianix Karn
    MM
    Ally B
    Traits:
    Human
    Aspis
    Sage
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card to add 1 to your check to acquire a boon.
    Recharge this card to add 1d6 to your check to defeat a barrier.
    Discard this card to explore your location.

    Location #2: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: None
    Sulfur Pits Card 1:
    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.
    Sulfur Pits Card 2:
    Embalmer
    MM
    Ally C
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Discard this card to explore your location.
    Sulfur Pits Card 3:
    Trapped Locker
    MM
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    If defeated, draw an armor from the box.
    Sulfur Pits Card 4:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Sulfur Pits Card 5:
    Good Omen
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Sulfur Pits Card 6:
    Khopesh
    MM
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
    Sulfur Pits Card 7:
    Crocodile Skin Armor
    MM
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
    Sulfur Pits Card 8:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Sulfur Pits Card 9:
    Yellow Jelly
    MM
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If the check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None
    Volcanic Vents Card 1:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Volcanic Vents Card 2:
    Filter Hood
    MM
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead.
    Volcanic Vents Card 3:
    Kukri
    MM
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic
    To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Volcanic Vents Card 4:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    Volcanic Vents Card 5:
    Quicksand Bunyip
    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Volcanic Vents Card 6:
    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.
    Volcanic Vents Card 7:
    Yellow Jelly
    MM
    Monster C
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.
    Volcanic Vents Card 8:
    Bonecrusher Master
    MM
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Volcanic Vents Card 9:
    Fireblade
    MM
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Fire
    Basic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Volcanic Vents Card 10:
    Ring of Rejection
    MM
    Item P
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution 1
    Bury this card to evade your encounter.
    Bury this card to ignore any power on a card that happens when it is examined.
    "No."
    Volcanic Vents Card 11:
    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.

    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None
    Shifting Dunes Card 1:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 2:
    Death Hound
    MM
    Monster B
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
    After you act, succeed at a Constitution or Fortitude 8 check or discard a card.
    Shifting Dunes Card 3:
    Acid Jet
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Shifting Dunes Card 4:
    Hurtling Tiles Trap
    MM
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.
    Shifting Dunes Card 5:
    Shock Lizard
    MM
    Ally C
    Traits:
    Animal
    Electricity
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.
    Shifting Dunes Card 6:
    Whip
    MM
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.
    Shifting Dunes Card 7:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 8:
    Embalmer
    MM
    Ally B
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Discard this card to explore your location.
    Shifting Dunes Card 9:
    Camouflaged Pit Trap
    MM
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
    If defeated, you may explore your location.
    Shifting Dunes Card 10:
    Acid Mantis
    MM
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
    Shifting Dunes Card 11:
    Brilliance of Ra
    MM
    Item B
    Traits:
    Trigger
    Object
    Magic
    Ra
    To Acquire:
    Strength
    Knowledge
    Divine 5
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your Strength non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

    Location #5: Tarworks
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook, None

    Location #6: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Windswept Chasm Card 1:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Windswept Chasm Card 2:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Windswept Chasm Card 3:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Windswept Chasm Card 4:
    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.
    Windswept Chasm Card 5:
    The First Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Windswept Chasm Card 6:
    Collapsing Scaffolding
    MM
    Barrier C
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
    Windswept Chasm Card 7:
    Crocodile Skin Armor
    MM
    Armor C
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
    Windswept Chasm Card 8:
    Ubashki Swarm
    MM
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.
    Windswept Chasm Card 9:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
    Windswept Chasm Card 10:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

  • Grand Archive

    deck handler

    Fumbus heads to the volcanic vents

    Exploring he finds a gnoll ambusher

    goblins easy to ambush damage: 1d4 - 1 ⇒ (1) - 1 = 0

    As the crossbow bolt from the gnoll sails over his head Fumbus pulls out his cross bow and encourages his snake to bite into an elixir of love which he pours over the bolts

    combat 10: 2d10 + 1 + 2d4 ⇒ (2, 6) + 1 + (1, 3) = 13

    Heavy crossbow revealed snake recharged elixir of love discarded

    Immolate discarded as fire damage

    Gnoll shuffled in to another location villain left at the vents

    "

    Fumbus wrote:

    Hand: Elixir of Healing, Acid Arrow, Noxious Bomb (Core), Benefaction, Antiplague, Heavy Crossbow,

    Displayed: Armored Coat,
    Deck: 6 Discard: 2 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Blessings are available for use.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sands of the Hour, Blast Stone (Core), Incitation, Light Crossbow (Core), Acid Flask (Core)
    Recharged: Snake,
    Discard Pile: Elixir of Love, Immolate,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Disable Dexterity +0
    Ranged Dexterity +1
    Craft Intelligence +3
    Arcane Intelligence +1

    Favored Card: Alchemical Item (Attack spell)
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Alchemical
    POWERS:
    On a local Combat check ([ ]or a local check to defeat an obstacle ot trap barrier) You may discard a card([ ]Or recharge an alchemical or attack card to add 1d4 and the acid, fire or poison trait
    During recovery when you would banish an alchemical boon or an arcane attack spell you may discard it instead
    [ ]On you check that involes Acid Fire or Poison add 1d6

    "


    Deck Handler

    Blessing of the Ancients in effect.

    Move to Sulfur Pits.

    Sulfur Pits Card 1: 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.

    perception 8 recharging Blessing of the Quartermaster 1: 2d8 + 1 ⇒ (4, 5) + 1 = 10

    Discard Shining Wayfinder to examine the next 2 cards. Card 2 Embalmer and card 3 Trapped Locker. I will shuffle the location then explore.

    random card: 1d8 + 1 ⇒ (2) + 1 = 3

    Sulfur Pits Card 3: Trapped Locker:

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

    dexterity 9 recharging Blessing of Nethys to bless: 2d8 ⇒ (4, 8) = 12

    Draw random armor #1 Bone Lamellar. Discard Benefaction to explore.

    random from the top: 1d7 ⇒ 6

    Sulfur Pits Card 8: Magma Spirit:

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

    Discard Bone Lamellar to the BYA fire damage.

    combat 9 revealing Temple Sword: 1d8 + 1d8 + 1 ⇒ (4) + (5) + 1 = 10

    Sajan wrote:

    Hand: Amulet of Mighty Fists, Potion of Energy Resistance, Blessing of Cayden Cailean, Blessing of Gorum, Temple Sword,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    "Current Location: Sulfur Pits
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

    Potion of Energy Resistance: Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.

    Blessing of Gorum: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength check.

    Blessing of Cayden Cailean: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Sajan! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Teamster, Blessing of Milani, Shuriken +1, Staff of Minor Healing (Core), Armored Kilt, Blessing of the Quartermaster 2, Blessing of Wadjet, Athlete
    Recharged: Blessing of the Quartermaster 3, Blessing of the Quartermaster 1, Blessing of Nethys,
    Discard Pile: Mastiff, Shining Wayfinder, Benefaction, Bone Lamellar,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    "Melee Strength +1"
    "Acrobatics Dexterity +2"
    "Fortitude Constitution +2"
    "Perception Wisdom +1"

    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☐ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    Sulfur Pits card 1 acquired. Cards 3 and 8 banished. Location shuffled.

    Random armor #1 Bone Lamellar acquired.


    .
    .
    .
    .

    -- Kyra's Turn --
    Location: Tarworks - closed

    On-Turn Actions
    Move Step: Moving to Brickworks.
    Location: Brickworks - Add a die to checks that have the Fire trait.

    Free Exploration: Idorii
    Melee 9: 1d8 + 2 ⇒ (4) + 2 = 6
    Failure
    Idorii is banished.

    Ending Turn
    End of Turn: Recharge Divine Insight to heal a card.
    Soothing Word healed.
    Reset: Drawing two cards (Korvosan Guard, Divine Insight).

    Kyra wrote:

    Hand: Longspear (Core), Divine Insight, Holy Symbol (Core), Korvosan Guard, Divine Insight 2,

    Displayed:
    Deck: 7 Discard: 2 Buried: 0
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Token of Remembrance (Core), Chain Mail (Core), Scythe (Core), Soothing Word, Curse of Vulnerability, Cure (Core), Deflect
    Recharged:
    Discard Pile: Pard, Prayer,
    Buried Pile:

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

    Adventure Packs: Divine, Smash, Support
    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Armor, Divine, ☐ Weapon
    POWERS:
    On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    ☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
    ☐☐☐ Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.


    Halfling Mesmerist Deck Handler

    Start turn. Move to join Sajan at the Sulfur Pits. Explore card 1: Crocodile Skin Armor. Reveal Acadamae Student for a d4.
    Con 4: 1d6 + 1d4 ⇒ (4) + (1) = 5 Acquired!

    Discard Sign of the Thrush to explore next card: Embalmer. Encounter it, and recharge sign. Add 2 for first ally.
    Diplo 5: 1d12 + 2 + 2 ⇒ (3) + 2 + 2 = 7 Acquired!

    Discard Harrower to examine top card: Yellow Jelly. Immune to Mental trait, so don't explore.

    End turn. Reset hand, drawing 0.

    Meligaster wrote:

    Hand: Crocodile Skin Armor, Spellbook, Holy Water, Acadamae Student, Embalmer,

    Displayed:
    Deck: 8 Discard: 3 Buried: 1
    Current Location: Sulfur Pits
    Hero Points: 0
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Incitation, Straitjacket, Sign of the Pack, Silver Balladeer, Telemphathic Projection
    Recharged: Harrowed Society Student, Noble Brat, Sign of the Thrush,
    Discard Pile: Tomb Raider, Fez, Harrower,
    Buried Pile: Charm Person,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Melee: Stregth +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Intelligence: +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may discard a card to use your Arcane Skill +1d4 (☐ 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
    On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. (☐ If you defeat the monster and would banish it, you may draw it.)
    On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐ +1). If you fail the check, recharge the revealed card.


    Fumbus' Gnoll's location: 1d4 ⇒ 4: Windswept Chasm

    During This Adventure:

  • The scourge die is 1d4+1.
  • When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

    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!"

    During This Scenario:

  • When a character successfully guards a location, that character is dealt 1d4 Ranged Combat damage.
  • When a non-villain Gnoll monster is defeated and would be banished, instead shuffle it into a random other open location.

    Additional Rules:
    Story Bane Details

    Bonecrusher Master (Villain):

    Type: Monster
    Traits: Gnoll Rogue
    To Defeat: Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Bonecrusher Ambusher (Henchmen):

    Henchman
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Sand Eel:

    Henchman
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location deck and discard a card. If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 8, Fumbus/JeffCook

    Random Cards:

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

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

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

    Spoiler:
    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:
    Fire Hydra
    MM
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.

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

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

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

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

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

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

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

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

    Spoiler:
    Scorpion Whip
    MM
    Weapon 1
    Traits:
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

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

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

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

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

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

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

    Armors
    Spoiler:
    Crocodile Skin Lamellar
    MM
    Armor B
    Traits:
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Spoiler:
    Armored Coat
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3; you may also play an armor that has the Light Armor trait.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

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

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

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

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

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

    Spoiler:
    Burglar's Bracers
    MM
    Item C
    Traits:
    Accessory
    Tool
    To Acquire:
    Intelligence
    Craft
    Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

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

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

    Spoiler:
    Fire Gecko
    MM
    Ally C
    Traits:
    Animal
    Elemental
    Fire
    To Acquire:
    Wisdom
    Survival 4
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

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

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

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

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

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

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

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Sajan/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 2 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 2 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 3 Meligaster/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 Fumbus/JeffCook
    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 5 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Sajan/Bigguyinblack
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 6 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 7 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 8 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Sajan/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 10 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 10 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 11 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 Fumbus/JeffCook
    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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Sajan/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 14 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 14 Kyra/Nickademus
    Blessing of Ra
    MM
    Blessing C
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 15 Meligaster/eddiephlash
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 16 Fumbus/JeffCook
    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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Sajan/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 18 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 18 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 19 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 19 Meligaster/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 20 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 20 Fumbus/JeffCook
    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 21 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Sajan/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 22 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 22 Kyra/Nickademus
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kyra/Nickademus,

    Brickworks Card 1:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Brickworks Card 2:
    Plague Zombie
    MM
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Brickworks Card 3:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Brickworks Card 4:
    Torch
    MM
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic
    To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.
    Brickworks Card 5:
    Khopesh
    MM
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
    Brickworks Card 6:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Brickworks Card 7:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Brickworks Card 8:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Brickworks Card 9:
    Marianix Karn
    MM
    Ally B
    Traits:
    Human
    Aspis
    Sage
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card to add 1 to your check to acquire a boon.
    Recharge this card to add 1d6 to your check to defeat a barrier.
    Discard this card to explore your location.

    Location #2: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Bigguyinblack, Meligaster/eddiephlash, Yellow Jelly (reloaded)
    Sulfur Pits Card 1 (Yellow Jelly):
    Yellow Jelly
    MM
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If the check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.
    Sulfur Pits Card 2:
    Good Omen
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Sulfur Pits Card 3:
    Khopesh
    MM
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
    Sulfur Pits Card 4:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Fumbus/JeffCook, Bonecrusher Master (villain)
    Volcanic Vents Card 1 (Bonecrusher Master):
    Bonecrusher Master
    MM
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: None
    Shifting Dunes Card 1:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 2:
    Death Hound
    MM
    Monster B
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
    After you act, succeed at a Constitution or Fortitude 8 check or discard a card.
    Shifting Dunes Card 3:
    Acid Jet
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Shifting Dunes Card 4:
    Hurtling Tiles Trap
    MM
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.
    Shifting Dunes Card 5:
    Shock Lizard
    MM
    Ally C
    Traits:
    Animal
    Electricity
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.
    Shifting Dunes Card 6:
    Whip
    MM
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.
    Shifting Dunes Card 7:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 8:
    Embalmer
    MM
    Ally B
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Discard this card to explore your location.
    Shifting Dunes Card 9:
    Camouflaged Pit Trap
    MM
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
    If defeated, you may explore your location.
    Shifting Dunes Card 10:
    Acid Mantis
    MM
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
    Shifting Dunes Card 11:
    Brilliance of Ra
    MM
    Item B
    Traits:
    Trigger
    Object
    Magic
    Ra
    To Acquire:
    Strength
    Knowledge
    Divine 5
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your Strength non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

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

    Location #6: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: None

    Windswept Chasm Card 1:
    Crocodile Skin Armor
    MM
    Armor C
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
    Windswept Chasm Card 2:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
    Windswept Chasm Card 3:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Windswept Chasm Card 4:
    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.
    Windswept Chasm Card 5:
    Ubashki Swarm
    MM
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.
    Windswept Chasm Card 6:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Windswept Chasm Card 7:
    Collapsing Scaffolding
    MM
    Barrier C
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
    Windswept Chasm Card 8:
    The First Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Windswept Chasm Card 9:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
    Windswept Chasm Card 10:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Windswept Chasm Card 11:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

  • Grand Archive

    deck handler

    Fumbus heads to the windswept chasm where he finds some crocodile skin armour

    con 4: 1d8 ⇒ 1

    It's human sized discard benefaction to explore again

    A strange spell

    arcane 7: 1d8 + 1 ⇒ (7) + 1 = 8

    Knock acquired discard elixir of healing to heal 1d4 + 1 ⇒ (1) + 1 = 2

    recovery craft 6: 1d8 + 3 ⇒ (5) + 3 = 8

    "

    Fumbus wrote:

    Hand: Light Crossbow (Core), Acid Arrow, Noxious Bomb (Core), Knock, Antiplague, Heavy Crossbow,

    Displayed: Armored Coat,
    Deck: 8 Discard: 1 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Crossbows available for fire support

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Immolate, Snake, Blast Stone (Core), Acid Flask (Core), Benefaction, Sands of the Hour, Incitation
    Recharged: Elixir of Healing,
    Discard Pile: Elixir of Love,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Disable Dexterity +0
    Ranged Dexterity +1
    Craft Intelligence +3
    Arcane Intelligence +1

    Favored Card: Alchemical Item (Attack spell)
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Alchemical
    POWERS:
    On a local Combat check ([ ]or a local check to defeat an obstacle ot trap barrier) You may discard a card([ ]Or recharge an alchemical or attack card to add 1d4 and the acid, fire or poison trait
    During recovery when you would banish an alchemical boon or an arcane attack spell you may discard it instead
    [ ]On you check that involes Acid Fire or Poison add 1d6

    "

    Turn done top two cards of windswept chasm explored


    Deck Handler

    During Zadenar's turn discard Blessing of Gorum to bless his check for the spell 1.

    Blessing of Bastet in effect.

    Sulfur Pits Card 1 (Yellow Jelly): Yellow Jelly:

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

    combat 8 recharging Temple Sword to use my acrobatics +1d6, reveal Amulet of Mighty Fists: 1d8 + 1d6 + 1d4 + 2 ⇒ (2) + (2) + (1) + 2 = 7

    My power negates the 1 combat damage. Yellow Jelly is shuffled into the location.

    Sajan wrote:

    Hand: Amulet of Mighty Fists, Potion of Energy Resistance, Blessing of Milani, Blessing of Cayden Cailean, Teamster,

    Displayed:
    Deck: 10 Discard: 5 Buried: 0
    "Current Location: Sulfur Pits
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

    Potion of Energy Resistance: Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.

    Blessing of Cayden Cailean: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check.

    Blessing of Milani: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Sajan! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Blessing of Wadjet, Shuriken +1, Athlete, Armored Kilt, Blessing of the Quartermaster 2
    Recharged: Blessing of the Quartermaster 3, Blessing of the Quartermaster 1, Blessing of Nethys, Temple Sword,
    Discard Pile: Mastiff, Shining Wayfinder, Benefaction, Bone Lamellar, Blessing of Gorum,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    "Melee Strength +1"
    "Acrobatics Dexterity +2"
    "Fortitude Constitution +2"
    "Perception Wisdom +1"

    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☐ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    Sulfur Pits are shuffled.


    .
    .
    .
    .

    -- Kyra's Turn --
    Location: Brickworks - Add a die to checks that have the Fire trait.

    On-Turn Actions
    Move Step: Moving to Windswept Chasm.
    Location: Windswept Chasm - All damage dealt is Electricity damage.

    Free Exploration: Bonecrusher Ambusher
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    Wisdom 5: 1d10 ⇒ 3
    Failure
    Suffer 1d4 - 1 ⇒ (4) - 1 = 3 Ranged Combat Electricity Damage.
    Recharge Korvosan Guard to reduce the damage by 1.
    Discard Divine Insight and Holy Symbol for damage.
    Reveal Longspear to use Melee +1d8. Ask Sajan to discard a blessing to bless.
    Combat 10: 3d8 + 2 ⇒ (8, 7, 6) + 2 = 23
    Success
    Bonecrusher Ambusher is shuffled into 1d4 ⇒ 3 Volcanic Vents.

    Closing Location: Discard your hand.
    Discard Longspear and Divine Insight.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    Draw 1d4 - 1 ⇒ (2) - 1 = 1 cards: Divine Insight.

    Ending Turn
    End of Turn: Recharge Divine Insight to heal a card.
    Prayer healed.
    Recovery:
    Reset: Drawing five cards (Scythe, Divine Insight, Prayer, Korvosan Guard, Soothing Word).

    Party Resources Expended: a blessing from Sajan discarded.

    Kyra wrote:

    Hand: Scythe (Core), Divine Insight, Prayer, Korvosan Guard, Soothing Word,

    Displayed:
    Deck: 4 Discard: 4 Buried: 0
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chain Mail (Core), Deflect, Cure (Core), Token of Remembrance (Core)
    Recharged:
    Discard Pile: Pard, Divine Insight 2, Holy Symbol (Core), Longspear (Core),
    Buried Pile:

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

    Adventure Packs: Divine, Smash, Support
    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Armor, Divine, ☐ Weapon
    POWERS:
    On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    ☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
    ☐☐☐ Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.


    Halfling Mesmerist Deck Handler

    Start turn. Hour of the Ancients. Move to Shifting Dunes to avoid the jelly. Explore card 1: Bonecrusher Ambusher. Recharge Embalmer for BYA
    BYA Percep 5: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (1) = 3
    Ranged combat: 1d4 - 1 ⇒ (1) - 1 = 0 Nice!

    For combat, discard Spellbook for mesmerist power. First Combat +2. Reveal Student for d4.
    Combat 10: 1d12 + 1 + 1d4 + 2 + 1d4 ⇒ (12) + 1 + (2) + 2 + (2) = 19 Success!

    Gnoll's new location: 1d3 ⇒ 2: Sulfur Pits

    Choose not to attempt to close. End turn. Reset hand, drawing 2.

    Meligaster wrote:

    Hand: Crocodile Skin Armor, Holy Water, Acadamae Student, Telemphathic Projection, Incitation,

    Displayed:
    Deck: 7 Discard: 4 Buried: 1
    Current Location: Shifting Dunes
    Hero Points: 0
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Straitjacket, Sign of the Pack, Silver Balladeer
    Recharged: Harrowed Society Student, Noble Brat, Sign of the Thrush, Embalmer,
    Discard Pile: Tomb Raider, Fez, Harrower, Spellbook,
    Buried Pile: Charm Person,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Melee: Stregth +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Intelligence: +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may discard a card to use your Arcane Skill +1d4 (☐ 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
    On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. (☐ If you defeat the monster and would banish it, you may draw it.)
    On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐ +1). If you fail the check, recharge the revealed card.


    During This Adventure:

  • The scourge die is 1d4+1.
  • When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

    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!"

    During This Scenario:

  • When a character successfully guards a location, that character is dealt 1d4 Ranged Combat damage.
  • When a non-villain Gnoll monster is defeated and would be banished, instead shuffle it into a random other open location.

    Additional Rules:
    Story Bane Details

    Bonecrusher Master (Villain):

    Type: Monster
    Traits: Gnoll Rogue
    To Defeat: Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Bonecrusher Ambusher (Henchmen):

    Henchman
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Sand Eel:

    Henchman
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location deck and discard a card. If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 12, Fumbus/JeffCook

    Random Cards:

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

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

    Spoiler:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.

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

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

    Barriers
    Spoiler:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

    Spoiler:
    Fireblade
    MM
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Fire
    Basic
    To Acquire:
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Spoiler:
    Crocodile Skin Lamellar
    MM
    Armor B
    Traits:
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

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

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

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

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

    Spoiler:
    Djinn Favor Amulet
    MM
    Item 1
    Traits:
    Accessory
    Magic
    Healing
    To Acquire:
    Constitution
    Fortitude 4
    OR Wisdom 7
    Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.

    Spoiler:
    Canteen
    MM
    Item C
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Spoiler:
    Holy Water Grenade
    MM
    Item B
    Traits:
    Liquid
    Magic
    Divine
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait and whose highest difficulty to defeat is 12 or lower.

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

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

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

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

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

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

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

    Spoiler:
    Blessing of Pharasma
    MM
    Blessing 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 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.

    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.

    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: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Sajan/Bigguyinblack
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 2 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 2 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 3 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 Fumbus/JeffCook
    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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Sajan/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 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 7 Meligaster/eddiephlash
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 8 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Sajan/Bigguyinblack
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 10 Kyra/Nickademus
    Blessing of Ra
    MM
    Blessing C
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 11 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 Fumbus/JeffCook
    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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Sajan/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 14 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 14 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 15 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 16 Fumbus/JeffCook
    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 17 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Sajan/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 18 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 18 Kyra/Nickademus
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here:

    Brickworks Card 1:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Brickworks Card 2:
    Plague Zombie
    MM
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Brickworks Card 3:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Brickworks Card 4:
    Torch
    MM
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic
    To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.
    Brickworks Card 5:
    Khopesh
    MM
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
    Brickworks Card 6:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Brickworks Card 7:
    The Evil Eye
    MM
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Brickworks Card 8:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Brickworks Card 9:
    Marianix Karn
    MM
    Ally B
    Traits:
    Human
    Aspis
    Sage
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card to add 1 to your check to acquire a boon.
    Recharge this card to add 1d6 to your check to defeat a barrier.
    Discard this card to explore your location.

    Location #2: Sulfur Pits
    At This Location: For your checks that have the Acid trait, add a die.
    When Closing: You are dealt 1 Acid damage.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Bigguyinblack, Yellow Jelly, Bonecrusher Ambusher (both shuffled)
    Sulfur Pits Card 1:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Sulfur Pits Card 2:
    Good Omen
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Sulfur Pits Card 3:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sulfur Pits Card 4:
    Khopesh
    MM
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
    Sulfur Pits Card 5:
    Yellow Jelly
    MM
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If the check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Bonecrusher Master (villain), Ambusher (henchman) - Both shuffled
    Volcanic Vents Card 1:
    Bonecrusher Master
    MM
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Volcanic Vents Card 2:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Meligaster/eddiephlash, None
    Shifting Dunes Card 1:
    Death Hound
    MM
    Monster B
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
    After you act, succeed at a Constitution or Fortitude 8 check or discard a card.
    Shifting Dunes Card 2:
    Acid Jet
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Shifting Dunes Card 3:
    Hurtling Tiles Trap
    MM
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.
    Shifting Dunes Card 4:
    Shock Lizard
    MM
    Ally C
    Traits:
    Animal
    Electricity
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.
    Shifting Dunes Card 5:
    Whip
    MM
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.
    Shifting Dunes Card 6:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 7:
    Embalmer
    MM
    Ally B
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Discard this card to explore your location.
    Shifting Dunes Card 8:
    Camouflaged Pit Trap
    MM
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
    If defeated, you may explore your location.
    Shifting Dunes Card 9:
    Acid Mantis
    MM
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
    Shifting Dunes Card 10:
    Brilliance of Ra
    MM
    Item B
    Traits:
    Trigger
    Object
    Magic
    Ra
    To Acquire:
    Strength
    Knowledge
    Divine 5
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your Strength non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

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

    Location #6: Windswept Chasm
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/Nickademus, Fumbus/JeffCook, None

  • Grand Archive

    deck handler

    Zadenar moves to join Sajan and explores and finds n enchanter discards anti plague as bay damage

    Discards acid arrow

    combat 9: 2d8 + 1 + 2d4 ⇒ (4, 1) + 1 + (2, 1) = 9

    Although not proficient discards not banish spell due to Fumbus power

    Discard light crossbow to after you act damage

    End turn drawing some blessings

    "

    Fumbus wrote:

    Hand: Sands of the Hour, Snake, Noxious Bomb (Core), Knock, Incitation, Heavy Crossbow,

    Displayed: Armored Coat,
    Deck: 5 Discard: 4 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Crossbows available for fire support
    Movement: Blessing available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blast Stone (Core), Benefaction, Acid Flask (Core), Immolate
    Recharged: Elixir of Healing,
    Discard Pile: Elixir of Love, Antiplague, Acid Arrow, Light Crossbow (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Disable Dexterity +0
    Ranged Dexterity +1
    Craft Intelligence +3
    Arcane Intelligence +1

    Favored Card: Alchemical Item (Attack spell)
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Alchemical
    POWERS:
    On a local Combat check ([ ]or a local check to defeat an obstacle ot trap barrier) You may discard a card([ ]Or recharge an alchemical or attack card to add 1d4 and the acid, fire or poison trait
    During recovery when you would banish an alchemical boon or an arcane attack spell you may discard it instead
    [ ]On you check that involes Acid Fire or Poison add 1d6


    Deck Handler

    Blessing of Horus in effect.

    Pass Potion of Energy Resistance to Fumbus.

    Sulfur Pits Card 2: Good Omen:

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

    wisdom 6: 1d8 ⇒ 7

    Discard Teamster to explore.

    Sulfur Pits Card 3: Bonecrusher Ambusher:

    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BYA perception 5: 1d8 + 1 ⇒ (8) + 1 = 9

    combat 10 recharging Good Omen to use my Acrobatics +1d6, revealing Amulet of Mighty Fists, recharging Blessing of Cayden Cailean to bless: 2d8 + 1d6 + 1d4 + 2 ⇒ (7, 4) + (5) + (4) + 2 = 22

    Take 1 acid damage to close. Fumbus uses Potion of Energy Resistance to prevent it.

    Sajan wrote:

    Hand: Amulet of Mighty Fists, Shuriken +1, Armored Kilt, Blessing of Wadjet, Athlete,

    Displayed:
    Deck: 8 Discard: 7 Buried: 0
    "Current Location: Sulfur Pits
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

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

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Blessing of the Quartermaster 2
    Recharged: Blessing of the Quartermaster 3, Blessing of the Quartermaster 1, Blessing of Nethys, Temple Sword, Good Omen, Blessing of Cayden Cailean,
    Discard Pile: Mastiff, Shining Wayfinder, Benefaction, Bone Lamellar, Blessing of Gorum, Blessing of Milani, Teamster,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    "Melee Strength +1"
    "Acrobatics Dexterity +2"
    "Fortitude Constitution +2"
    "Perception Wisdom +1"

    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☐ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    Sulfur Pits are closed.

    Fumbus passed Potion of Energy Resistance and then uses it.


    .
    .
    .
    .

    -- Kyra's Turn --
    Location: Windswept Chasm - closed

    On-Turn Actions
    Move Step: Moving to Shifting Dunes.
    Location: Shifting Dunes - At the start of your turn, shuffle any armors into your deck.

    Free Exploration: Death Hound
    Reveal Scythe to use Melee + 1d10.
    Combat 7: 1d8 + 1d10 + 2 ⇒ (1) + (10) + 2 = 13
    Success
    Reveal Scythe to use Melee + 1d10.
    Combat 7: 1d8 + 1d10 + 2 ⇒ (2) + (5) + 2 = 9
    Success
    Suffer Curse of Vulnerability
    After you act, succeed at a Constitution or Fortitude 8 check or discard a card.
    Automatic Failure
    Korvosan Guard is discarded.
    Death Hound is banished.

    Banish Soothing Word to remove the scourge Curse of Vulnerability and heal a card.
    Longspear is healed.

    Ending Turn
    Recovery:
    Soothing Word
    Divine 8: 1d10 + 3 ⇒ (10) + 3 = 13
    Success
    Reset: Drawing two cards (Chain Mail, Token of Remembrance).

    Kyra wrote:

    Hand: Scythe (Core), Divine Insight, Prayer, Chain Mail (Core), Token of Remembrance (Core),

    Displayed:
    Deck: 7 Discard: 4 Buried: 0
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Prayer 2, Cure (Core), Longspear (Core), Deflect, Benefaction 3, Benefaction 2
    Recharged: Soothing Word,
    Discard Pile: Pard, Divine Insight 2, Holy Symbol (Core), Korvosan Guard,
    Buried Pile:

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

    Adventure Packs: Divine, Smash, Support
    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Armor, Divine, ☐ Weapon
    POWERS:
    On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    ☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
    ☐☐☐ Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.


    Deck Handler

    Bonecrusher Ambusher got shuffled into: 1d3 ⇒ 1
    Brickworks


    Halfling Mesmerist Deck Handler

    Start Meli's turn. Hour is Bastet. Give Holy Water to Kyra. Shuffle Crocodile Skin Armor into my deck per location. Explore: Acid Jet. Reveal student for d4
    Arcane 6: 1d12 + 1 + 1d4 ⇒ (5) + 1 + (4) = 10 Acquired!

    Discard Incitation to explore: Hurtling Tiles Trap. Reveal Student for d4. Cast
    Percep 6: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14 Defeated!

    [ooc]Free explore from the trap: Shock Lizard. First ally, so plus 2. Reveal student for a d4.
    Wis 4: 1d4 + 2 + 1d4 ⇒ (2) + 2 + (2) = 6 Acquired!

    Discard Lizard to explore: Whip. Auto fail with d4 strength.

    End turn. Reset hand, drawing 2.

    Meligaster wrote:

    Hand: Telempathic Projection, Acadamae Student, Acid Jet, Sign of the Thrush, Noble Brat,

    Displayed:
    Deck: 6 Discard: 6 Buried: 1
    Current Location: Shifting Dunes
    Hero Points: 0
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crocodile Skin Armor, Sign of the Pack, Embalmer, Silver Balladeer, Harrowed Society Student, Straitjacket
    Recharged:
    Discard Pile: Tomb Raider, Fez, Harrower, Spellbook, Incitation, Shock Lizard,
    Buried Pile: Charm Person,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Intelligence: +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may discard a card to use your Arcane Skill +1d4 (☐ 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
    On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. (☐ If you defeat the monster and would banish it, you may draw it.)
    On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐ +1). If you fail the check, recharge the revealed card.


    During This Adventure:

  • The scourge die is 1d4+1.
  • When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

    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!"

    During This Scenario:

  • When a character successfully guards a location, that character is dealt 1d4 Ranged Combat damage.
  • When a non-villain Gnoll monster is defeated and would be banished, instead shuffle it into a random other open location.

    Additional Rules:
    Story Bane Details

    Bonecrusher Master (Villain):

    Type: Monster
    Traits: Gnoll Rogue
    To Defeat: Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Bonecrusher Ambusher (Henchmen):

    Henchman
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Sand Eel:

    Henchman
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location deck and discard a card. If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 16, Fumbus/JeffCook

    Random Cards:

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

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

    Spoiler:
    Emperor Cobra
    MM
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    If the check to defeat has the Cold or Fire trait, add 1d8.
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.

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

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

    Barriers
    Spoiler:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

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

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

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

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

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

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

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

    Spoiler:
    Blowgun
    MM
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic
    To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

    Spoiler:
    Twin Serpent Quarterstaff
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Nethys
    Elite
    To Acquire:
    Strength
    Melee
    Arcane 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Reveal this card and discard a card that has the Nethys trait or a spell to add 2d4 and the Attack, Force, and Magic traits to a combat check by a character at another location.

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Smoked Glass Goggles
    MM
    Item C
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Spoiler:
    Burglar's Bracers
    MM
    Item C
    Traits:
    Accessory
    Tool
    To Acquire:
    Intelligence
    Craft
    Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

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

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

    Allies
    Spoiler:
    Mumia Smugglers
    MM
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to draw all cards that have the Alchemical trait from your discard pile.
    Discard this card to explore your location.

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

    Spoiler:
    Pahmet Clansman
    MM
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Divine 6
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
    Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge this card instead.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Sajan/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 2 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 2 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 3 Meligaster/eddiephlash
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 Fumbus/JeffCook
    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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Sajan/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 6 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 Kyra/Nickademus
    Blessing of Ra
    MM
    Blessing C
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 7 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 8 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Sajan/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 10 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 10 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 11 Meligaster/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 12 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 Fumbus/JeffCook
    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 13 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Sajan/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 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 14 Kyra/Nickademus
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here:

    Brickworks Card 1:
    Plague Zombie
    MM
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Brickworks Card 2:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Brickworks Card 3:
    Kopis
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic
    To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Brickworks Card 4:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Brickworks Card 5:
    Torch
    MM
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic
    To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.
    Brickworks Card 6:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
    Brickworks Card 7:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Brickworks Card 8:
    Khopesh
    MM
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die you roll and the Bludgeoning trait.
    Brickworks Card 9:
    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.
    Brickworks Card 10:
    Marianix Karn
    MM
    Ally B
    Traits:
    Human
    Aspis
    Sage
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card to add 1 to your check to acquire a boon.
    Recharge this card to add 1d6 to your check to defeat a barrier.
    Discard this card to explore your location.

    Location #2: Sulfur Pits
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Bigguyinblack, Fumbus/JeffCook,

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Bonecrusher Master (villain), Ambusher (henchman) - Both shuffled

    Volcanic Vents Card 1:
    Bonecrusher Master
    MM
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Volcanic Vents Card 2:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kyra/Nickademus, Meligaster/eddiephlash, None
    Shifting Dunes Card 1:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 2:
    Embalmer
    MM
    Ally B
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Discard this card to explore your location.
    Shifting Dunes Card 3:
    Camouflaged Pit Trap
    MM
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
    If defeated, you may explore your location.
    Shifting Dunes Card 4:
    Acid Mantis
    MM
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
    Shifting Dunes Card 5:
    Brilliance of Ra
    MM
    Item B
    Traits:
    Trigger
    Object
    Magic
    Ra
    To Acquire:
    Strength
    Knowledge
    Divine 5
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your Strength non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

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

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

  • Grand Archive

    deck handler

    Zadenar heads to the brickworks and finds a plague zombie

    Reload crossbow and discard knock adding the fire trait to gain extra die

    combat 11: 3d10 + 1 + 1d4 ⇒ (7, 9, 1) + 1 + (3) = 21

    Discard snake to explore

    gnolls are sneaky damage: 1d4 - 1 ⇒ (3) - 1 = 2

    Discard osirion and sands of time

    Discard noxious bomb

    craft 10: 1d8 + 3 + 2d6 + 1d4 ⇒ (5) + 3 + (2, 6) + (1) = 17

    1 volc vents 2 shifting dunes: 1d2 ⇒ 2

    leaving brickworks open for further looting

    recovery craft 7: 1d8 + 3 ⇒ (6) + 3 = 9

    "

    Fumbus wrote:

    Hand: Incitation, Heavy Crossbow, Immolate, Acid Flask (Core), Benefaction, Blast Stone (Core),

    Displayed: Armored Coat,
    Deck: 2 Discard: 8 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Crossbows available for fire support
    Movement: Blessing available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Elixir of Healing, Noxious Bomb (Core),
    Discard Pile: Elixir of Love, Antiplague, Acid Arrow, Light Crossbow (Core), Potion of Energy Resistance, Knock, Snake, Sands of the Hour,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Disable Dexterity +0
    Ranged Dexterity +1
    Craft Intelligence +3
    Arcane Intelligence +1

    Favored Card: Alchemical Item (Attack spell)
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Alchemical
    POWERS:
    On a local Combat check ([ ]or a local check to defeat an obstacle ot trap barrier) You may discard a card([ ]Or recharge an alchemical or attack card to add 1d4 and the acid, fire or poison trait
    During recovery when you would banish an alchemical boon or an arcane attack spell you may discard it instead
    [ ]On you check that involes Acid Fire or Poison add 1d6

    "


    Deck Handler

    Blessing of the Elements in effect.

    Move to Brickworks.

    Brickworks Card 3: Kopis:

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

    dexterity 5 revealing Blessing of Wadjet: 1d8 + 1d4 ⇒ (6) + (3) = 9

    Discard Athlete to explore.

    Brickworks Card 4: Bonecrusher Ambusher:

    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BYA Perception check: 1d8 + 1 ⇒ (6) + 1 = 7

    combat 10 recharging Kopis to use my Acrobatics +1d6, reveal Amulet of Mighty Fists: 1d8 + 1d6 + 1d4 + 2 ⇒ (3) + (5) + (3) + 2 = 13

    shuffled into?: 1d2 ⇒ 2 Shifting Dunes

    Discard Blessing of Wadjet to examine the next card: Torch. Explore.

    Brickworks Card 5: Torch:

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

    strength 4 aided by Blessing of Wadjet: 2d8 ⇒ (2, 1) = 3

    Sajan wrote:

    Hand: Amulet of Mighty Fists, Shuriken +1, Armored Kilt, Staff of Minor Healing (Core), Blessing of the Quartermaster 2,

    Displayed:
    Deck: 7 Discard: 9 Buried: 0
    "Current Location: Brickworks
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

    Blessing of the Quartermaster: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any non-combat check.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Sajan! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of the Quartermaster 3, Blessing of the Quartermaster 1, Blessing of Nethys, Temple Sword, Good Omen, Blessing of Cayden Cailean, Kopis,
    Discard Pile: Mastiff, Shining Wayfinder, Benefaction, Bone Lamellar, Blessing of Gorum, Blessing of Milani, Teamster, Athlete, Blessing of Wadjet,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    "Melee Strength +1"
    "Acrobatics Dexterity +2"
    "Fortitude Constitution +2"
    "Perception Wisdom +1"

    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☐ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    Brickworks card 3 acquired. Card 4 shuffled into Shifting Dunes, Card 5 banished.


    .
    .
    .
    .

    -- Kyra's Turn --
    Location: Shifting Dunes - At the start of your turn, shuffle any armors into your deck.

    Start of Turn:
    Shuffle Chain Mail into deck.

    On-Turn Actions
    Move Step: Moving to Brickworks.
    Location: Brickworks - Add a die to checks that have the Fire trait.

    Free Exploration: Echoes of Confusion
    Banish Divine Insight to add 2d6.
    Charisma 8: 1d8 + 2d6 ⇒ (5) + (1, 2) = 8
    Success
    Echoes of Confusion is banished.

    Discard Prayer to examine Brickworks (Caryatid Column).

    Praying Explore: Caryatid Column
    Reveal Scythe to use Melee +1d8.
    Combat 12: 1d10 + 1d8 + 2 ⇒ (9) + (8) + 2 = 19
    Success
    Caryatid Column is banished.

    Ending Turn
    End of Turn: Recharge Holy Water to heal Fumbus a card.
    Recovery:
    Divine Insight
    Recharge Token of Remembrance to add 1d8.
    Divine 8: 1d10 + 1d8 + 3 ⇒ (8) + (8) + 3 = 19
    Success
    Reset: Drawing four cards (Benefaction, Deflect, Benefaction, Chain Mail).

    Kyra wrote:

    Hand: Scythe (Core), Benefaction 3, Deflect, Benefaction 2, Chain Mail (Core),

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soothing Word, Longspear (Core), Cure (Core), Prayer 2
    Recharged: Holy Water, Token of Remembrance (Core), Divine Insight,
    Discard Pile: Pard, Divine Insight 2, Holy Symbol (Core), Korvosan Guard, Prayer,
    Buried Pile:

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

    Adventure Packs: Divine, Smash, Support
    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Armor, Divine, ☐ Weapon
    POWERS:
    On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    ☐ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
    ☐☐☐ Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.


    Halfling Mesmerist Deck Handler

    Start turn. Hour is Abadar. Join everybody at the Brickworks party. Explore Khopesh.
    Str 7: 1d4 ⇒ 4 Failed

    Discard Sign of the Thrush to explore: The Evil Eye. Recharge Acadamae student. Reveal Noble brat.
    Arcane 6 + ## = 8: 1d12 + 1 + 1d4 + 1d4 ⇒ (10) + 1 + (2) + (2) = 15 Defeated!

    Discard Brat to explore last card: Marianix Karn. Add 2.
    Diplo 9: 1d12 + 2 + 2 ⇒ (5) + 2 + 2 = 9 Acquired!

    Can't close without help, and not sure its worth it, so end turn without attempting. Reset hand, drawing 2.

    Meligaster wrote:

    Hand: Telempathic Projection, Acid Jet, Marianix Karn, Harrowed Society Student, Silver Balladeer,

    Displayed:
    Deck: 5 Discard: 8 Buried: 1
    Current Location: Brickworks
    Hero Points: 0
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sign of the Pack, Straitjacket, Embalmer, Crocodile Skin Armor
    Recharged: Acadamae Student,
    Discard Pile: Tomb Raider, Fez, Harrower, Spellbook, Incitation, Shock Lizard, Sign of the Thrush, Noble Brat,
    Buried Pile: Charm Person,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Intelligence: +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may discard a card to use your Arcane Skill +1d4 (☐ 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
    On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. (☐ If you defeat the monster and would banish it, you may draw it.)
    On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐ +1). If you fail the check, recharge the revealed card.


    During This Adventure:

  • The scourge die is 1d4+1.
  • When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

    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!"

    During This Scenario:

  • When a character successfully guards a location, that character is dealt 1d4 Ranged Combat damage.
  • When a non-villain Gnoll monster is defeated and would be banished, instead shuffle it into a random other open location.

    Additional Rules:
    Story Bane Details

    Bonecrusher Master (Villain):

    Type: Monster
    Traits: Gnoll Rogue
    To Defeat: Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Bonecrusher Ambusher (Henchmen):

    Henchman
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Sand Eel:

    Henchman
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location deck and discard a card. If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 20, Fumbus/JeffCook

    Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spells
    Spoiler:
    Acute Senses
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

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

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

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

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

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

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

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

    Spoiler:
    Crocodile Skin Lamellar
    MM
    Armor B
    Traits:
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Items
    Spoiler:
    Antitoxin
    MM
    Item B
    Traits:
    Liquid
    Poison
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Knowledge
    Craft 5
    Banish this card to reduce Poison damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

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

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

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

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

    Allies
    Spoiler:
    Dredge
    MM
    Ally B
    Traits:
    Halfling
    Rogue
    Aspis
    To Acquire:
    Charisma
    Diplomacy 8
    When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

    Spoiler:
    Giant Slug
    MM
    Ally B
    Traits:
    Animal
    Acid
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to add 1d4 and the Acid trait to your combat check.
    Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks.

    Spoiler:
    Nefti the Bard
    MM
    Ally B
    Traits:
    Human
    Bard
    Aspis
    To Acquire:
    Charisma
    Diplomacy 8
    If you fail to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire a weapon, an armor, or an item.
    During the explore step of a character at your location, discard this card to allow her to explore her location.

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

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

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

    Spoiler:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

    Current Hour:

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

    Hours Remaining: 10

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Sajan/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 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 2 Kyra/Nickademus
    Blessing of Ra
    MM
    Blessing C
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 3 Meligaster/eddiephlash
    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 4 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 Fumbus/JeffCook
    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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Sajan/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 6 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 7 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 8 Fumbus/JeffCook
    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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Sajan/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 10 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 10 Kyra/Nickademus
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook,

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

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Bonecrusher Master (villain), Ambusher (henchman) - Both shuffled

    Volcanic Vents Card 1:
    Bonecrusher Master
    MM
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Volcanic Vents Card 2:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #4: Shifting Dunes
    At This Location: At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: None
    Shifting Dunes Card 1:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 2:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 3:
    Brilliance of Ra
    MM
    Item B
    Traits:
    Trigger
    Object
    Magic
    Ra
    To Acquire:
    Strength
    Knowledge
    Divine 5
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your Strength non-combat check.
    Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.
    Shifting Dunes Card 4:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 5:
    Acid Mantis
    MM
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
    If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
    Shifting Dunes Card 6:
    Embalmer
    MM
    Ally B
    Traits:
    Human
    Hireling
    Basic
    To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Discard this card to explore your location.
    Shifting Dunes Card 7:
    Camouflaged Pit Trap
    MM
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
    If defeated, you may explore your location.

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

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

  • Grand Archive

    deck handler

    Heals light crossbow on Kyra's turn stay at brickworks and attempts to close discarding invitation to bless

    strength 5: 2d6 ⇒ (4, 2) = 6

    brickworks closed

    Grand Archive

    deck handler

    "

    Fumbus wrote:

    Hand: Noxious Bomb (Core), Heavy Crossbow, Immolate, Acid Flask (Core), Benefaction, Blast Stone (Core),

    Displayed: Armored Coat,
    Deck: 2 Discard: 8 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Crossbows available for fire support adds 1d8
    Movement: Blessing available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Light Crossbow (Core), Elixir of Healing
    Recharged:
    Discard Pile: Elixir of Love, Antiplague, Acid Arrow, Incitation, Potion of Energy Resistance, Knock, Snake, Sands of the Hour,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Disable Dexterity +0
    Ranged Dexterity +1
    Craft Intelligence +3
    Arcane Intelligence +1

    Favored Card: Alchemical Item (Attack spell)
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Alchemical
    POWERS:
    On a local Combat check ([ ]or a local check to defeat an obstacle ot trap barrier) You may discard a card([ ]Or recharge an alchemical or attack card to add 1d4 and the acid, fire or poison trait
    During recovery when you would banish an alchemical boon or an arcane attack spell you may discard it instead
    [ ]On you check that involes Acid Fire or Poison add 1d6

    "


    Deck Handler

    Blessing of Nethys is in effect.

    Pass Blessing of the Quartermaster 2 to Fumbus. Recharge Staff of Minor Healing (Core) to heal him for 1.

    Move to Shifting Dunes.

    Shifting Dunes Card 1: Bonecrusher Ambusher:

    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    BYA Perception 5: 1d8 + 1 ⇒ (1) + 1 = 2

    BYA Ranged Combat dmg: 1d4 - 1 ⇒ (1) - 1 = 0

    Kyra discards Benefaction to bless.

    combat 10 revealing Shuriken +1, blessed with Benefaction: 2d8 + 1d4 + 3 ⇒ (5, 3) + (3) + 3 = 14

    Bonecrusher Ambusher is shuffled into Volcanic Vents. Summon Giant Sand Eel to close.

    Giant Sand Eel:

    Henchman
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location deck and discard a card. If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from.

    Fumbus discards Benefaction.

    combat 13 recharging Armored Kilt to use my Acrobatics +1d6, revealing Amulet of Mighty Fists, blessed by Benefaction: 2d8 + 1d6 + 1d4 + 2 ⇒ (7, 7) + (1) + (3) + 2 = 20

    Since it was summoned the when defeated text doesn't happen. End turn.

    Sajan wrote:

    Hand: Amulet of Mighty Fists, Shuriken +1, Blessing of the Quartermaster 1, Blessing of the Quartermaster 3, Blessing of Nethys,

    Displayed:
    Deck: 6 Discard: 9 Buried: 0
    "Current Location: Shifting Dunes
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

    Blessing of Nethys: Discard this card to add 1 die to any check.

    Blessing of the Quartermaster: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any non-combat check.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Sajan! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Temple Sword, Good Omen, Blessing of Cayden Cailean, Kopis, Staff of Minor Healing (Core), Armored Kilt,
    Discard Pile: Mastiff, Shining Wayfinder, Benefaction, Bone Lamellar, Blessing of Gorum, Blessing of Milani, Teamster, Athlete, Blessing of Wadjet,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    "Melee Strength +1"
    "Acrobatics Dexterity +2"
    "Fortitude Constitution +2"
    "Perception Wisdom +1"

    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☐ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    Shifting Dunes is closed.

    Bonecrusher Ambusher is shuffled into Volcanic Vents.

    Kyra discards Benefaction.

    Fumbus is handed Blessing of the Quartermaster, Healed for 1, Then discards Benefaction.


    During This Adventure:

  • The scourge die is 1d4+1.
  • When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

    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!"

    During This Scenario:

  • When a character successfully guards a location, that character is dealt 1d4 Ranged Combat damage.
  • When a non-villain Gnoll monster is defeated and would be banished, instead shuffle it into a random other open location.

    Additional Rules:
    Story Bane Details

    Bonecrusher Master (Villain):

    Type: Monster
    Traits: Gnoll Rogue
    To Defeat: Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Bonecrusher Ambusher (Henchmen):

    Henchman
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Giant Sand Eel:

    Henchman
    Type: Monster
    Traits: Animal Veteran
    To Defeat: Combat 11
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location deck and discard a card. If defeated, shuffle this card into a random other open location deck, and you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 22, Kyra/Nickademus

    Random Cards:

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

    Spoiler:
    Fire Hydra
    MM
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.

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

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

    Spoiler:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.

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

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

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

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

    Weapons
    Spoiler:
    Spelldagger
    MM
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
    On your combat check, when you play a spell that has the Attack trait, discard this card to add 1d4.

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

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

    Spoiler:
    Blowgun
    MM
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic
    To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

    Spoiler:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Miau Pakhet
    MM
    Ally P
    Traits:
    Catfolk
    Bard
    Gambling
    To Acquire:
    CharismaDiplomacy 13
    After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
    Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location.

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 8

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 1 Meligaster/eddiephlash
    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 2 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 2 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Sajan/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 4 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 4 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 5 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 5 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 6 Fumbus/JeffCook
    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 7 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Sajan/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 8 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 8 Kyra/Nickademus
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #1: Brickworks
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook,

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

    Location #3: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: Bonecrusher Master (villain), 2 Ambushers (henchman) - All shuffled

    Volcanic Vents Card 1:
    Bonecrusher Master
    MM
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.
    Volcanic Vents Card 2:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Volcanic Vents Card 3:
    Bonecrusher Ambusher
    None
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #4: Shifting Dunes
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Bigguyinblack, None

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

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


  • .
    .
    .
    .

    -- Kyra's Turn --
    Location: Brickworks - closed

    On-Turn Actions
    Give a Card: Give Benefaction to Meligaster.

    Display Chain Mail.

    Move Step: Moving to Volcanic Vents.
    Location: Volcanic Vents - All monsters are immune to Poison.

    Free Exploration: Bonecrusher Master
    Reveal Scythe to use Melee + 1d10. Meligaster discards Benefaction to bless. Fumbus discards Heavy Crossbow to add 1d8.
    Combat 11: 2d8 + 2d10 + 2 ⇒ (3, 4) + (2, 6) + 2 = 17
    Success

    We win.


    Victory!

    Development:
    Once you pinned him down, that gnoll leader wasn’t so tough! You perform a quick reconnaissance to make sure your skirmish with the gnolls hasn’t revealed your presence to the Aspis. As you suspected, there aren’t any Aspis nearby; the gnolls would have been as much a nuisance to the Aspis expedition as they were to you, and the Consortium is not kind to nuisances.

    The venture-captain’s map was detailed enough to get you here, but it isn’t on a small enough scale to help you find Shotep-Kara from here. Fortunately, the day is young, and you soon find that the Aspis expedition left clear signs of their passing. You follow those signs toward the Aspis camp.

    Scenario Reward:

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

    Acquired cards:

    Tomb Raider (Ally C)
    Embalmer (Ally C)
    Shock Lizard (Ally C)
    Pard (Ally C)
    Marianix Karn (Ally B)

    Armored Kilt (Armor C)
    Bone Lamellar (Armor 1)
    Crocodile Skin Armor (Armor B)

    Blessing of Nethys (Blessing C)

    Potion of Energy Resistance (Item B)

    Acid Jet (Spell B)
    Knock (Spell 1)
    Good Omen (Spell B)

    Kopis (Weapon B)

    To the discussion page!


  • Scenario 3-1B: THIS ONE TIME AT ASPIS CAMP:
    Success! The Aspis expedition’s trail leads you straight to their camp. When you see the tents and makeshift buildings in the distance, you circle around to approach from the north, where the rocky cliffs provide you some semblance of cover. You keep quiet as you scramble up to a perch and survey the camp below.

    You’ll say this for your rivals: they’ve come prepared. The Aspis camp hustles and bustles like its own little village, filled with Aspis agents as well as laborers, traders, and other camp followers hoping to provide comforts to the crew in exchange for their hard-earned coin. This should make it easier for you to infiltrate the camp than you had originally thought!

    You sketch out a map of the camp below, watching the people milling about to see if any patterns emerge. For instance, over there must be the main supply tent, given the crates they’re lugging out of it. It’s practically a warehouse in its own right—useful for sabotage, you think, but not likely to reveal any deeper secrets.

    But the fancy tent off to the side shows promise. According to Venture-Captain Norden Balentiir’s information, the leader of the Aspis expedition is Ridaiya Merai, an alchemist from Thuvia. She’s a former associate of Kafar, an Aspis alchemist who switched sides to become a Society informant three years ago. While some commanders would place their tent in the center, it makes sense that an alchemist would keep her dangerous equipment slightly removed from the other tents. You decide to see what you can find in the rest of the camp, then check Merai’s tent last before escaping to safety.

    SETUP:

  • When adding henchmen, shuffle the henchman Apsis Analysis and the henchman Aspis Agent into each location deck.

    LOCATIONS:
    1 - SMOKING DEN
    1 - WAREHOUSE
    2 - OASIS
    3 - CARAVANSERAI
    4 - DILAPIDATED PLAZA
    5 - EARTHWORKS
    6 - GLASS PAVILION[/ooc]

    Story Banes:
    Villain: None
    Non-Closing Henchmen: Apsis Agent
    Closing Henchmen: Apsis Analysis

    DURING THIS SCENARIO:

  • Cards you encounter that have the Human trait gain the Aspis trait.
  • When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
  • When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
  • To win the scenario, close the location Alchemical Laboratory.

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

    Traders please!


  • Traders:

    Fumbus and Sajan head to Smiths, 3 Weapons:

    Scimitar:

    MM Weapon B
    Traits: Sword Melee Slashing Finesse Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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.
    Twin Serpent Quarterstaff:

    MM Weapon C
    Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
    To Acquire: Strength Melee Arcane 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6. Reveal this card and discard a card that has the Nethys trait or a spell to add 2d4 and the Attack, Force, and Magic traits to a combat check by a character at another location.
    Galvanic Chakram +1:

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

    Meli and Kyra to Hadden Hoppert. 3 Spells:

    Sands of Time:

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

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

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

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

    During This Adventure:

  • The scourge die is 1d4+1.
  • When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

    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!"

    During This Scenario:

  • Cards you encounter that have the Human trait gain the Aspis trait.
  • When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
  • When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
  • To win the scenario, close the location Alchemical Laboratory.

    Setup:
    When adding henchmen, shuffle the henchman Apsis Analysis and the henchman Aspis Agent into each location deck.

    Additional Rules: Story Bane Details

    Aspis Analysis:

    Henchman
    Type: Barrier
    Traits: Cache
    To Defeat: Intelligence Knowledge Wisdom Perception 5
    If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.
    Aspis Agent:

    Henchman
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it. If undefeated, shuffle a barrier from the box into your location deck.

    Scenario Level (#): 1

    Turn: 0, Kyra/Nickademus

    Random Cards:

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

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

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

    Spoiler:
    Emperor Cobra
    MM
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    If the check to defeat has the Cold or Fire trait, add 1d8.
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.

    Spoiler:
    Fire Hydra
    MM
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.

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

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

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

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

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

    Spoiler:
    Scorpion Whip
    MM
    Weapon 1
    Traits:
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

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

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

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

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

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

    Spoiler:
    Acid Splash
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Acid
    Attack
    To Acquire:
    Intelligence
    Arcane 4
    For your combat or Disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

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

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

    Armors
    Spoiler:
    Crocodile Skin Lamellar
    MM
    Armor B
    Traits:
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

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

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

    Spoiler:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

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

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

    Spoiler:
    Smoked Glass Goggles
    MM
    Item B
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

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

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: None

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

    Location #3: Oasis
    At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
    When Closing: Recharge a card that has the Liquid or Divine trait.
    When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 2
    Located/Displayed Here: None

    Location #4: Caravanserai
    At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Location #5: Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None


  • Please post starting info:

  • Deck changes (from upgrades, banished cards, traders, etc) from previous scenario
  • Who, if anyone, is taking the Blackjack role
  • Starting locations and hands


  • Halfling Mesmerist Deck Handler

    Pass on Traders. New spell Knock fills deck hole from upgrade. Start at Smoking Den (or with the group if we're sticking together).

    Meligaster wrote:

    Hand: Acadamae Student, Noble Brat, Silver Balladeer, Knock, Harrowed Society Student,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Smoking Den
    Hero Points: 0
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Straitjacket, Incitation, Holy Water, Divine Insight, Spellbook, Charm Person, Fez, Harrower, Sign of the Pack, Sign of the Thrush, Telempathic Projection
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Perception: Intelligence: +2
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +1
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    [i][/i]
    POWERS:
    For your combat check, you may discard a card to use your Arcane Skill +1d4 (☐ 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
    On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. (☐ If you defeat the monster and would banish it, you may draw it.)
    On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☐ +1). If you fail the check, recharge the revealed card.


    Starting Location: Smoking Den
    .
    .
    .

    On Turn:
    Display Chain Mail.

    Ending Turn
    Reset: Drawing one card (Prayer).

    Kyra wrote:

    Hand: Prayer 2, Cure (Core), Benefaction 3, Benefaction, Prayer,

    Displayed: Chain Mail (Core),
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Token of Remembrance (Core), Scythe (Core), Soothing Word, Deflect, Korvosan Guard, Longspear (Core), Divine Insight, Benefaction 2, Holy Symbol (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Adventure Packs: Divine, Smash, Support
    Favored Card: Blessing
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Armor, Divine, ☐ Weapon
    POWERS:
    On a local check against an Outsider or Undead bane, add 1d4 (☐ 1d6) and the Magic trait.
    At the end of your turn, you may recharge a Divine card to heal a local character a card.
    ☑ Gain the skills Fortitude: Constitution +2 and Perception: Wisdom +2.
    ☐☐☐ Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.


    Deck Handler

    No deck changes between scenarios. No trades at Smiths. At Sunburst trade out Shuriken +1 for Flaming Heavy Pick +1. I eventually plan to be Blackjack but I don't think it prevents others from using the same boon. Starting location Smoking Den.

    Sajan wrote:

    Hand: Blessing of Milani, Blessing of the Quartermaster 2, Amulet of Mighty Fists, Athlete, Blessing of the Quartermaster 1, Blessing of the Quartermaster 3,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    "Current Location: Smoking Den
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused

    Blessing of Milani: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.

    Blessing of the Quartermaster: Discard this card to add 1 die to any check. Recharge this card to add 1 die to any non-combat check.
    Movement: Move me to the Academy if my location closes.
    Other: Hi I'm Sajan! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flaming Heavy Pick +1, Blessing of Gorum, Mastiff, Blessing of Cayden Cailean, Temple Sword, Staff of Minor Healing (Core), Shining Wayfinder, Teamster, Blessing of Wadjet
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

    "Melee Strength +1"
    "Acrobatics Dexterity +2"
    "Fortitude Constitution +2"
    "Perception Wisdom +1"

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    None
    POWERS:
    For your combat check, you may recharge a card to use Acrobatics or Melee +1d6 (☐ 1d10 and add the Magic trait) plus the card's level and add the Bludgeoning and Melee traits.
    On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
    When you play a blessing on your check, you may recharge it instead of discarding it.
    When you suffer Combat (☐ or any) damage, reduce it by 1.

    Grand Archive

    deck handler

    Fumbus will also start at the smoking den will pass on the traders

    "

    Fumbus wrote:

    Hand: Snake, Benefaction, Antiplague, Elixir of Healing, Elixir of Love, Acid Flask (Core),

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 0
    NOTES:
    Available Support: Crossbows available for fire support adds 1d8
    Movement: Blessing available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Noxious Bomb (Core), Acid Arrow, Blast Stone (Core), Incitation, Sands of the Hour, Immolate, Light Crossbow (Core), Heavy Crossbow, Archer's Kite Shield
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d4 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Disable Dexterity +0
    Ranged Dexterity +1
    Craft Intelligence +3
    Arcane Intelligence +1

    Favored Card: Alchemical Item (Attack spell)
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Alchemical
    POWERS:
    On a local Combat check ([ ]or a local check to defeat an obstacle ot trap barrier) You may discard a card([ ]Or recharge an alchemical or attack card to add 1d4 and the acid, fire or poison trait
    During recovery when you would banish an alchemical boon or an arcane attack spell you may discard it instead
    [ ]On you check that involes Acid Fire or Poison add 1d6

    "


    During This Adventure:

  • The scourge die is 1d4+1.
  • When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

    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!"

    During This Scenario:

  • Cards you encounter that have the Human trait gain the Aspis trait.
  • When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
  • When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
  • To win the scenario, close the location Alchemical Laboratory.

    Setup:
    When adding henchmen, shuffle the henchman Apsis Analysis and the henchman Aspis Agent into each location deck.

    Additional Rules: Story Bane Details

    Aspis Analysis:

    Henchman
    Type: Barrier
    Traits: Cache
    To Defeat: Intelligence Knowledge Wisdom Perception 5
    If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.
    Aspis Agent:

    Henchman
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it. If undefeated, shuffle a barrier from the box into your location deck.

    Scenario Level (#): 1

    Turn: 1, Meligaster/eddiephlash

    Random Cards:

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

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

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

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

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

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

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

    Spoiler:
    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:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

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

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

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

    Spoiler:
    Blowgun
    MM
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic
    To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
    On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait.

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

    Spoiler:
    Spelldagger
    MM
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
    On your combat check, when you play a spell that has the Attack trait, discard this card to add 1d4.

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

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

    Spoiler:
    Knock
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

    Spoiler:
    Smoked Glass Goggles
    MM
    Item B
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

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

    Spoiler:
    Game of Afterlife
    MM
    Loot B
    Type: Item
    Traits:
    Object
    Gambling
    To Acquire:
    None
    Bury this card to banish a displayed card that has the Curse trait.
    When you would fail a check, bury this card to reroll 1 die; take the new result.
    After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.

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

    Allies
    Spoiler:
    Dredge
    MM
    Ally B
    Traits:
    Halfling
    Rogue
    Aspis
    To Acquire:
    Charisma
    Diplomacy 8
    When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

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

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

    Spoiler:
    Mahga Threefingers
    MM
    Ally B
    Traits:
    Half-Orc
    Ranger
    To Acquire:
    Charisma
    Diplomacy 8
    On your check, after the roll, recharge this card to add 3 or subtract 2 from the result.
    Discard this card to explore your location.

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

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

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

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

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

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

    Current Hour:

    Blessing of Nethys:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 1 Fumbus/JeffCook
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Sajan/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 3 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 3 Kyra/Nickademus
    Blessing of Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 4 Meligaster/eddiephlash
    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 5 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 5 Fumbus/JeffCook
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 6 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Sajan/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 7 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 7 Kyra/Nickademus
    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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 8 Meligaster/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 9 Fumbus/JeffCook
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 10 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Sajan/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 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 11 Kyra/Nickademus
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 12 Meligaster/eddiephlash
    Blessing of Ra
    MM
    Blessing C
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 13 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 14 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Sajan/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 15 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 15 Kyra/Nickademus
    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 16 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 16 Meligaster/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 17 Fumbus/JeffCook
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Sajan/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 19 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 19 Kyra/Nickademus
    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 20 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 20 Meligaster/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 21 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 21 Fumbus/JeffCook
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 22 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Sajan/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 23 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 23 Kyra/Nickademus
    Blessing of the Sages
    None
    Loot P
    Type: Blessing
    Traits:
    Arcane
    Undead
    To Acquire:

    Discard this card to add 1 die to any check.
    Recharge this card to add 3d8 to any Knowledge or Perception check.
    Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it.

    Hourglass Card 24 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 24 Meligaster/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 25 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 25 Fumbus/JeffCook
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 26 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 Sajan/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 27 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 27 Kyra/Nickademus
    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 28 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 28 Meligaster/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After 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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 29 Fumbus/JeffCook
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Location #1: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook, None

    Smoking Den Card 1:
    Aspis Analysis
    None
    Henchman 1
    Type: Barrier
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Perception 5
    If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.
    Smoking Den Card 2:
    Lightning Storm
    MM
    Barrier C
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to your location.
    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.
    Smoking Den Card 3:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Smoking Den Card 4:
    Chakram
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite
    To Acquire:
    Dexterity
    Ranged 6
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4.
    Smoking Den Card 5:
    Cure
    MM
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic
    To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Smoking Den Card 6:
    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.
    Smoking Den Card 7:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Smoking Den Card 8:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Smoking Den Card 9:
    Alchemical Gas
    MM
    Barrier B
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Smoking Den Card 10:
    Hyaenodon
    MM
    Ally B
    Traits:
    Trigger
    Animal
    Elite
    To Acquire:
    Wisdom
    Survival 7
    When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
    When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
    Discard this card to examine the top card of your location deck. Then you may explore your location.
    Smoking Den Card 11:
    Stone Weasel
    MM
    Ally B
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

    Location #2: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None
    Warehouse Card 1:
    Embalming Fluid
    MM
    Item 1
    Traits:
    Liquid
    Cold
    Poison
    Alchemical
    To Acquire:
    Intelligence
    Craft
    Knowledge 7
    Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Warehouse Card 2:
    Shield Cloak
    MM
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Warehouse Card 3:
    Camouflaged Pit Trap
    MM
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
    If defeated, you may explore your location.
    Warehouse Card 4:
    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.
    Warehouse Card 5:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Warehouse Card 6:
    The Second Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
    Warehouse Card 7:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Warehouse Card 8:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    Warehouse Card 9:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Warehouse Card 10:
    Aspis Analysis
    None
    Henchman 1
    Type: Barrier
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Perception 5
    If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.
    Warehouse Card 11:
    Porcupine
    MM
    Ally B
    Traits:
    Animal
    Basic
    To Acquire:
    Wisdom
    Survival 7
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Location #3: Oasis
    At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
    When Closing: Recharge a card that has the Liquid or Divine trait.
    When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 2
    Located/Displayed Here: None
    Oasis Card 1:
    Acid Jet
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Acid
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
    Oasis Card 2:
    Magnifying Glass
    MM
    Item C
    Traits:
    Tool
    Basic
    To Acquire:
    Intelligence
    Perception 4
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck;, then, you may shuffle your deck.
    Oasis Card 3:
    Aspis Analysis
    None
    Henchman 1
    Type: Barrier
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Perception 5
    If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.
    Oasis Card 4:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Oasis Card 5:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Oasis Card 6:
    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.
    Oasis Card 7:
    Blessing of the Ancients
    MM
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Oasis Card 8:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Oasis Card 9:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Oasis Card 10:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Oasis Card 11:
    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.

    Location #4: Caravanserai
    At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None
    Caravanserai Card 1:
    Whip
    MM
    Weapon C
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.
    Caravanserai Card 2:
    Camouflaged Pit Trap
    MM
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If undefeated, each character at your location is dealt 1d4 Combat damage; then end your turn.
    If defeated, you may explore your location.
    Caravanserai Card 3:
    Crowbar
    MM
    Item C
    Traits:
    Tool
    Basic
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check, or your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
    Caravanserai Card 4:
    Osirion History Guide
    MM
    Item B
    Traits:
    Book
    Basic
    To Acquire:
    Intelligence
    Wisdom
    Knowledge 3
    Recharge this card to add 1 die to a Wisdom, Knowledge, or Survival non-combat check by a character at your location.
    Caravanserai Card 5:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Caravanserai Card 6:
    Tussah Silk Coat
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.
    Caravanserai Card 7:
    Camel
    MM
    Ally B
    Traits:
    Animal
    Mount
    Basic
    To Acquire:
    Wisdom
    Survival 7
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
    Caravanserai Card 8:
    Elemental Treaty
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Caravanserai Card 9:
    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.
    Caravanserai Card 10:
    Aspis Analysis
    None
    Henchman 1
    Type: Barrier
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Perception 5
    If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.
    Caravanserai Card 11:
    Magnifying Glass
    MM
    Item B
    Traits:
    Tool
    Basic
    To Acquire:
    Intelligence
    Perception 4
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck, then you may shuffle your deck.

    Location #5: Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None
    Dilapidated Plaza Card 1:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
    Dilapidated Plaza Card 2:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Dilapidated Plaza Card 3:
    Aspis Analysis
    None
    Henchman 1
    Type: Barrier
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge
    Wisdom
    Perception 5
    If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.
    Dilapidated Plaza Card 4:
    Staff of Focus
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
    Dilapidated Plaza Card 5:
    Crocodile Skin Armor
    MM
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
    Dilapidated Plaza Card 6:
    Wall Scythes
    MM
    Barrier B
    Traits:
    Obstacle
    Trap
    Slashing
    Basic
    To Defeat:
    Dexterity
    Acrobatics 4
    OR Disable 6
    If undefeated, you are dealt 1d4 Combat damage;, then recharge your hand; put this card on top of its location deck.
    Dilapidated Plaza Card 7:
    Elemental Treaty
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Dilapidated Plaza Card 8:
    Giant Slug
    MM
    Ally B
    Traits:
    Animal
    Acid
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to add 1d4 and the Acid trait to your combat check.
    Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks.
    Dilapidated Plaza Card 9:
    Ghost Scorpion
    MM
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.
    Dilapidated Plaza Card 10:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Dilapidated Plaza Card 11:
    Hurtling Tiles Trap
    MM
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.

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