Season of Plundered Tombs with eddiephlash [ACG] [NostalgiaCon 2022] (Inactive)

Game Master eddiephlash

Turn Order: Sajan -> Kyra -> Meligaster


101 to 150 of 1,225 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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:

  • If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
  • If you move in a step other than your move step, recharge a card.

    Additional Rules:
    Dance of the Dead displayed: 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.

    Story Bane Details

    Imanish (Villain):

    Type: Monster
    Traits: Outsider
    To Defeat: Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Acid Pool (Henchman):

    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
    Mining Construct (Henchman):

    Type: Monster
    Traits: Construct
    To Defeat: Combat 10
    The Mining Construct is immune to the Mental and Poison traits. If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Graven Guardian of Nethys (Summoned Henchman):

    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 8, Fumbus/JeffCook

    Random Cards:

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

    Spoiler:
    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:
    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:
    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:
    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.

    Barriers
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

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

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

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

    Spoiler:
    Armored 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.

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

    Spoiler:
    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.

    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:
    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:
    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.

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

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

    Blessings
    Spoiler:
    Blessing of 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 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.


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

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

    Current Hour:

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

    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Sajan/Bigguyinblack
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 2 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 2 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 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 Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 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 6 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 Kyra/Nickademus
    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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 7 Meligaster/eddiephlash
    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 8 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 8 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 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 Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 11 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 Fumbus/JeffCook
    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.
    Hourglass Card 13 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 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 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 Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 16 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 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 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 18 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 19 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 19 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 20 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 20 Fumbus/JeffCook
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Hourglass Card 21 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 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 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: Golden Lake
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Bigguyinblack,

    Location #2: Precious Mine
    At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
    When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw an item from the box.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kyra/Nickademus, None

    Precious Mine Card 1 (Noxious Bomb):
    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.
    Precious Mine Card 2 (Knock):
    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.
    Precious Mine Card 3 (Hurtling Tiles Trap):
    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.
    Precious Mine Card 4:
    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.
    Precious Mine Card 5:
    Imanish
    MM
    Villain 1
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Precious Mine Card 6:
    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.
    Precious Mine Card 7:
    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.
    Precious Mine Card 8:
    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.

    Location #3: Quarry
    At This Location: Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Quarry Card 1:
    Seer's Tea
    MM
    Item B
    Traits:
    Liquid
    Magic
    To Acquire:
    Intelligence
    Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck.
    Quarry Card 2:
    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.
    Quarry Card 3:
    Acid Pool
    MM
    Henchman B
    Type: Barrier
    Traits:
    Obstacle
    Acid
    Veteran
    To Defeat:
    Intelligence
    Craft
    Wisdom
    Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Quarry Card 4:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Quarry Card 5:
    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.
    Quarry Card 6:
    Osirion Ancestor
    MM
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
    Quarry Card 7:
    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.
    Quarry Card 8:
    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.
    Quarry Card 9:
    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.
    Quarry Card 10:
    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.

    Location #4: Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Meligaster/eddiephlash, Fumbus/JeffCook, None
    Hot Springs Card 1:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Hot Springs Card 2:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Hot Springs Card 3:
    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.
    Hot Springs Card 4:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Hot Springs Card 5:
    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.
    Hot Springs 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.

    Location #5: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    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.
    Peasant Tombs Card 5:
    Alchemical Gas
    MM
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Peasant Tombs 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.
    Peasant Tombs Card 7:
    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.
    Peasant Tombs Card 8:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Peasant Tombs Card 9:
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Peasant Tombs 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."

    Location #6: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Stonework Passages Card 1:
    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.
    Stonework Passages Card 2:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 3:
    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.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    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.
    Stonework Passages Card 6:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.
    Stonework Passages Card 7:
    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.
    Stonework Passages Card 8:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Stonework Passages Card 9:
    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.
    Stonework Passages Card 10:
    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.


  • Halfling Mesmerist Deck Handler

    Start turn, hour is Wadjet. Move to Hot Springs. Explore: Blessing of the Elements. Reveal Balladeer.
    Cha 6: 1d12 + 1d4 + 1 ⇒ (10) + (1) + 1 = 12 Acquired!

    Discard Balladeer to explore Dhabba. Add 2 for first ally. Reveal Noble Brat.
    Wis 6: 1d4 + 2 + 1d4 + 1 ⇒ (4) + 2 + (2) + 1 = 9 Acquired!

    Discard Dhabba to explore: Armor of the Sands. Reveal Spell book and Noble Brat.
    Arcane 8: 1d12 + 1 + 1d4 + 1d4 + 1 ⇒ (5) + 1 + (2) + (3) + 1 = 12 Acquired!

    Discard Harrower to examine next card: Burglar's Bracers. Then explore it. Reveal Brat.
    Disable 6: 1d4 + 1d4 + 1 ⇒ (4) + (4) + 1 = 9 Acquired!

    Discard Spellbook to heal Acute Senses. End turn. Reset hand, drawing 0.

    Meligaster wrote:

    Hand: Straitjacket, Armor of the Sands, Burglar's Bracers, Noble Brat, Blessing of the Elements,

    Displayed:
    Deck: 9 Discard: 7 Buried: 0
    Current Location: Hot Springs
    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): Charm Person, Acute Senses, Sign of the Thrush, Fez, Harrowed Society Student, Locate Object, Knock, Acadamae Student, Sacred Candle
    Recharged:
    Discard Pile: Incitation, Blessing of Nethys, Sign of the Pack, Silver Balladeer, Dhabba, Harrower, Spellbook,
    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.

    Grand Archive

    deck handler

    It is the hour of the ancients and fumbus heads to the precious mine full of precious things

    With Sajans blessing of wadjet he tries to acquire a strange arcane sigil

    arcane 7: 3d8 + 2 ⇒ (6, 2, 4) + 2 = 14

    Knock acquired but out of explores play elixir of healing to put sole blessing in discards into deck

    end turn discard knock and toxic cloud

    craft 6 recovery: 1d8 + 4 ⇒ (4) + 4 = 8

    elixir of healing recovered

    "

    Fumbus wrote:

    Hand: acid flask (MM), Light Crossbow (Core), Archer's Kite Shield, Acid Flask (Core), Heavy Crossbow, Thieves' Tools,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sands of the Hour, Noxious Bomb (Core), Elixir of Love, Incitation, Acid Arrow, Benefaction, Snake, Spider Venom
    Recharged: Elixir of Healing,
    Discard Pile: Knock, Toxic Cloud,
    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
    [X]On you check that involes Acid Fire or Poison add 1d6

    "

    No extra explores but all the weapons it figures


    Deck Handler

    Off turn discard Mastiff from displayed. Discard Blessing of Wadjet. Recharge Staff of Minor Healing (Core) to heal for 1.

    Blessing of Wadjet in effect.

    Move to Precious Mine.

    Precious Mine Card 1 (Noxious Bomb): 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.

    Banished. Discard Shining Wayfinder. Examine the next card, Choose not to shuffle. Then explore.

    Precious Mine Card 3 (Hurtling Tiles Trap): 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.

    perception 6 recharging Blessing of Gorum to bless: 2d8 + 1 ⇒ (1, 7) + 1 = 9

    Taking my free explore.

    Precious Mine Card 4: 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.

    wisdom 6: 1d8 ⇒ 4

    Sajan wrote:

    Hand: Blessing of Milani, Blessing of Cayden Cailean, Shuriken +1, Flaming Heavy Pick +1, Bone Lamellar, Blessing of the Quartermaster 2,

    Displayed:
    Deck: 7 Discard: 3 Buried: 0
    "Current Location: Precious Mine
    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.

    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): Teamster, Sacred Candle, Staff of Minor Healing (Core), Athlete, Blessing of the Quartermaster 1, Blessing of the Quartermaster 3
    Recharged: Blessing of Gorum,
    Discard Pile: Mastiff, Blessing of Wadjet, Shining Wayfinder,
    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.

    Precious Mine cards 1, 3, and 4 banished.


    .
    .
    .
    .

    -- Kyra's Turn --
    Location: Precious Mine - The difficulty to defeat banes that have Construct trait is increased by 1d6.

    On-Turn Actions
    Banish Cure to heal Sajan 1d4 + 1 ⇒ (3) + 1 = 4 cards.

    Give a Card: Give Benefaction to Sajan.

    Free Exploration: Imanish

    Villain Encounter:

    Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Perception 8: 1d10 + 1d4 + 2 ⇒ (10) + (2) + 2 = 14
    Success
    Reveal Longspear to use Melee + 1d8.
    Combat 9: 2d8 + 1d4 + 2 ⇒ (6, 4) + (1) + 2 = 13
    Success
    Imanish is defeated and escapes.
    When Permanently Closed: On closing, draw an item from the box.
    Osirion History Guide is drawn.

    Ending Turn
    End of Turn: Recharge Deflect to heal Meligaster a card.
    Recovery:
    Cure
    Divine 8: 1d10 + 3 ⇒ (9) + 3 = 12
    Success
    Reset: Drawing two cards (Benefaction, Scythe).

    Kyra wrote:

    Hand: Divine Insight, Longspear (Core), Osirion History Guide, Benefaction 3, Scythe (Core),

    Displayed:
    Deck: 9 Discard: 2 Buried: 1
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Benefaction, Soothing Word, Prayer 2, Prayer, Remove Curse, Chain Mail (Core)
    Recharged: Holy Symbol (Core), Deflect, Cure (Core),
    Discard Pile: Korvosan Guard, Cat's Claws,
    Buried Pile: Harrow Deck,

    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

    Attempt to Guard. Summon Acid Pool. Use Craft, rolling a d4. Recharge Burglar's Bracers. Reveal Noble brat for d4+1.
    Craft 9+#=10: 1d4 + 1d8 + 1d4 + 1 ⇒ (3) + (6) + (3) + 1 = 13 Defeated, guarded!


    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:

  • If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
  • If you move in a step other than your move step, recharge a card.

    Additional Rules:
    Dance of the Dead displayed: 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.

    Story Bane Details

    Imanish (Villain):

    Type: Monster
    Traits: Outsider
    To Defeat: Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Acid Pool (Henchman):

    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
    Mining Construct (Henchman):

    Type: Monster
    Traits: Construct
    To Defeat: Combat 10
    The Mining Construct is immune to the Mental and Poison traits. If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Graven Guardian of Nethys (Summoned Henchman):

    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 11, Meligaster/eddiephlash

    Random Cards:

    Monsters
    Spoiler:
    Sun Falcon
    MM
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is discard from the blessings deck, banish it and draw a blessing from the box.

    Spoiler:
    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:
    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:
    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.

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

    Barriers
    Spoiler:
    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.

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

    Spoiler:
    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:
    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:
    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.

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

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    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:
    Fire Ward Gel
    MM
    Item B
    Traits:
    Liquid
    Fire
    Alchemical
    Basic
    To Acquire:
    Intelligence
    Craft 5
    Banish this card to reduce Fire damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check that invokes the Fire trait by a character at your location.

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

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

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

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

    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:
    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:
    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.

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

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

    Spoiler:
    Blessing of the 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.


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

    Spoiler:
    Blessing of Ra
    MM
    Blessing 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.

    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: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 1 Fumbus/JeffCook
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 2 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 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 3 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 3 Kyra/Nickademus
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 4 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 4 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 5 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 6 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 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 7 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 7 Kyra/Nickademus
    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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 8 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 9 Fumbus/JeffCook
    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.
    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 the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 12 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 12 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 13 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 13 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 14 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 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 15 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 15 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 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 Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Hourglass Card 18 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 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 19 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 19 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: Golden Lake
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Precious Mine
    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, Fumbus/JeffCook,

    Location #3: Quarry
    At This Location: Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Quarry Card 1:
    Osirion Ancestor
    MM
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
    Quarry Card 2:
    Quicksand Bunyip
    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Quarry Card 3:
    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.
    Quarry Card 4:
    Acid Pool
    MM
    Henchman B
    Type: Barrier
    Traits:
    Obstacle
    Acid
    Veteran
    To Defeat:
    Intelligence
    Craft
    Wisdom
    Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Quarry Card 5:
    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.
    Quarry Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Quarry Card 7:
    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.
    Quarry Card 8:
    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.
    Quarry Card 9:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Quarry Card 10:
    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.
    Quarry Card 11:
    Seer's Tea
    MM
    Item B
    Traits:
    Liquid
    Magic
    To Acquire:
    Intelligence
    Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck.

    Location #4: Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Meligaster/eddiephlash, None
    Hot Springs Card 1:
    Caryatid Column
    MM
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Hot Springs Card 2:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Hot Springs Card 3:
    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.
    Hot Springs Card 4:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Hot Springs Card 5:
    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.
    Hot Springs 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.

    Location #5: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None
    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    Alchemical Gas
    MM
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Peasant Tombs Card 5:
    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.
    Peasant Tombs Card 6:
    Imanish
    MM
    Villain 1
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Peasant Tombs Card 7:
    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.
    Peasant Tombs Card 8:
    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."
    Peasant Tombs Card 9:
    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.
    Peasant Tombs Card 10:
    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.
    Peasant Tombs Card 11:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.

    Location #6: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Stonework Passages Card 1:
    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.
    Stonework Passages Card 2:
    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.
    Stonework Passages Card 3:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    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.
    Stonework Passages Card 6:
    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.
    Stonework Passages Card 7:
    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.
    Stonework Passages 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.
    Stonework Passages Card 9:
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Stonework Passages Card 10:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Stonework Passages Card 11:
    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.


  • Halfling Mesmerist Deck Handler

    Start turn. Explore Hot Springs. Caryatid Column. First monster, so +2. No attack trait, so I'm a bit screwed. Reveal Noble Brat. Discard BotE to bless.
    Combat 10: 2 + 2d4 + 1d4 + 1 ⇒ 2 + (1, 4) + (4) + 1 = 12 success!

    End turn. Reset hand, drawing 2.

    Meligaster wrote:

    Hand: Straitjacket, Armor of the Sands, Noble Brat, Sign of the Thrush, Knock,

    Displayed:
    Deck: 8 Discard: 8 Buried: 0
    Current Location: Hot Springs
    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): Acadamae Student, Acute Senses, Charm Person, Fez, Harrowed Society Student, Locate Object, Sacred Candle
    Recharged: Burglar's Bracers,
    Discard Pile: Incitation, Blessing of Nethys, Sign of the Pack, Silver Balladeer, Dhabba, Harrower, Spellbook, Blessing of the Elements,
    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.


    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:

  • If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
  • If you move in a step other than your move step, recharge a card.

    Additional Rules:
    Dance of the Dead displayed: 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.

    Story Bane Details

    Imanish (Villain):

    Type: Monster
    Traits: Outsider
    To Defeat: Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Acid Pool (Henchman):

    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
    Mining Construct (Henchman):

    Type: Monster
    Traits: Construct
    To Defeat: Combat 10
    The Mining Construct is immune to the Mental and Poison traits. If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Graven Guardian of Nethys (Summoned Henchman):

    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 12, Fumbus/JeffCook

    Random Cards:

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

    Spoiler:
    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:
    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.

    Weapons
    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:
    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.

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

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    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 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:
    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:
    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.

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

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

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

    Spoiler:
    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:
    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:
    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.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 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 2 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 2 Kyra/Nickademus
    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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 3 Meligaster/eddiephlash
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 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 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 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 7 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 7 Meligaster/eddiephlash
    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 8 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 8 Fumbus/JeffCook
    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.
    Hourglass Card 9 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 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 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 Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 12 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 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 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 14 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 15 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 15 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 16 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 16 Fumbus/JeffCook
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Hourglass Card 17 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 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 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: Golden Lake
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #2: Precious Mine
    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, Fumbus/JeffCook,

    Location #3: Quarry
    At This Location: Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Quarry Card 1:
    Osirion Ancestor
    MM
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
    Quarry Card 2:
    Quicksand Bunyip
    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Quarry Card 3:
    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.
    Quarry Card 4:
    Acid Pool
    MM
    Henchman B
    Type: Barrier
    Traits:
    Obstacle
    Acid
    Veteran
    To Defeat:
    Intelligence
    Craft
    Wisdom
    Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Quarry Card 5:
    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.
    Quarry Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Quarry Card 7:
    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.
    Quarry Card 8:
    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.
    Quarry Card 9:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Quarry Card 10:
    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.
    Quarry Card 11:
    Seer's Tea
    MM
    Item B
    Traits:
    Liquid
    Magic
    To Acquire:
    Intelligence
    Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck.

    Location #4: Hot Springs
    At This Location: When you play a weapon, discard it.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Meligaster/eddiephlash, None
    Hot Springs Card 1:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
    Hot Springs Card 2:
    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.
    Hot Springs Card 3:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Hot Springs Card 4:
    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.
    Hot Springs Card 5:
    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.

    Location #5: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None
    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    Alchemical Gas
    MM
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Peasant Tombs Card 5:
    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.
    Peasant Tombs Card 6:
    Imanish
    MM
    Villain 1
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Peasant Tombs Card 7:
    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.
    Peasant Tombs Card 8:
    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."
    Peasant Tombs Card 9:
    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.
    Peasant Tombs Card 10:
    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.
    Peasant Tombs Card 11:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.

    Location #6: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Stonework Passages Card 1:
    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.
    Stonework Passages Card 2:
    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.
    Stonework Passages Card 3:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    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.
    Stonework Passages Card 6:
    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.
    Stonework Passages Card 7:
    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.
    Stonework Passages 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.
    Stonework Passages Card 9:
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Stonework Passages Card 10:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Stonework Passages Card 11:
    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.

  • Grand Archive

    deck handler

    Off turn Kyra heals Fumbus knock spell

    Fumbus heads to the hot springs and encounters a void glyph trap

    recharges his thieves tools to deal with the trap

    arcane 8: 3d8 + 1 ⇒ (4, 1, 4) + 1 = 10

    Ends turn discarding acid flask and light crossbow

    "

    Fumbus wrote:

    Hand: Acid Arrow, Benefaction, Archer's Kite Shield, Acid Flask (Core), Heavy Crossbow, Elixir of Love,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Noxious Bomb (Core), Incitation, Knock, Spider Venom, Elixir of Healing, Sands of the Hour, Snake
    Recharged: Thieves' Tools,
    Discard Pile: acid flask (MM), Light Crossbow (Core), Toxic Cloud,
    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
    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
    [X]On you check that involes Acid Fire or Poison add 1d6

    "

    Yeah definitely ally or blessing for my card feat


    Deck Handler

    Blessing of Ra in effect

    Move to Hot Springs.

    Hot Springs Card 2: 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.

    wisdom 10 recharging Blessing of Milani to double bless: 3d8 ⇒ (2, 7, 8) = 17

    Discard Benefaction to explore

    Hot Springs Card 3: Mining Construct:

    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.

    combat 10 recharging Shuriken +1 to use my acrobatics +1d6, recharge Blessing of Thoth to bless: 2d8 + 1d6 + 3 ⇒ (5, 8) + (3) + 3 = 19

    Choose not to close.Discard Blessing of the Quartermaster 2 to explore.

    Hot Springs Card 4: 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.

    Wisdom 7 recharging Blessing of Cayden Cailean to bless: 2d8 ⇒ (3, 1) = 4

    Sajan wrote:

    Hand: Shining Wayfinder, Athlete, Blessing of the Quartermaster 1, Flaming Heavy Pick +1, Bone Lamellar, Blessing of Gorum,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    "Current Location: Hot Springs
    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.

    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.
    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): Sacred Candle, Mastiff, Blessing of Wadjet, Teamster, Blessing of the Quartermaster 3, Staff of Minor Healing (Core)
    Recharged: Blessing of Milani, Shuriken +1, Blessing of Thoth, Blessing of Cayden Cailean,
    Discard Pile: Benefaction, Blessing of the Quartermaster 2,
    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.

    Hot Springs cards 3 and 4 banished. Card 2 acquired.


    .
    .
    .
    .

    -- Kyra's Turn --
    Location: Precious Mine - closed

    On-Turn Actions
    Move Step: Moving to Stonework Passages.
    Location: Stonework Passages - Damage dealt to you is reduced by 1.

    Free Exploration: Corridor Dart Trap
    Recharge Osirion History Guide to add 1d10.
    Perception 8: 2d10 + 2 ⇒ (7, 7) + 2 = 16
    Success
    Corridor Dart Trap is banished.

    Discard Benefaction to Explore: Splint Mail
    Fortitude 6: 1d6 + 2 ⇒ (5) + 2 = 7
    Success
    Splint Mail is acquired.

    Not display Splint Mail because I remembered this time.

    Ending Turn
    Reset: Discard Scythe. Drawing two cards (Remove Curse, Prayer).

    Kyra wrote:

    Hand: Divine Insight, Longspear (Core), Splint Mail, Remove Curse, Prayer,

    Displayed:
    Deck: 8 Discard: 4 Buried: 1
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Benefaction, Prayer 2, Soothing Word, Chain Mail (Core)
    Recharged: Holy Symbol (Core), Deflect, Cure (Core), Osirion History Guide,
    Discard Pile: Korvosan Guard, Cat's Claws, Benefaction 3, Scythe (Core),
    Buried Pile: Harrow Deck,

    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 Thoth. Give Straitjacket to Fumbus. Explore: Tussah Silk Coat.
    Con 4: 1d6 ⇒ 6 Acquired!

    Empty location. Attempt to close. Summon Acid Pool. Cast Knock. Recharge Armor of the Sands. Reveal Noble Brat for my power.
    Arcane 9: 1d12 + 1 + 1d10 + 1d4 + 1d4 + 1 ⇒ (2) + 1 + (7) + (2) + (1) + 1 = 14 Defeated!

    Hot Springs Closed! End turn. Recharge 1 rando discarded card: Dhabba.

    Meligaster attempts to recover all cards in their Recovery pile.
    Knock: Arcane 9: 1d12 + 1 ⇒ (3) + 1 = 4 -> Knock recharged discarded.

    Meligaster resets their hand, drawing 3.

    Meligaster wrote:

    Hand: Noble Brat, Sign of the Thrush, Harrowed Society Student, Charm Person, Acute Senses,

    Displayed:
    Deck: 7 Discard: 8 Buried: 0
    Current Location: Hot Springs
    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): Acadamae Student, Locate Object, Sacred Candle, Fez
    Recharged: Burglar's Bracers, Armor of the Sands, Dhabba,
    Discard Pile: Incitation, Blessing of Nethys, Sign of the Pack, Silver Balladeer, Harrower, Spellbook, Blessing of the Elements, Knock,
    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.

    Will cast Charm Person at start of Fumbus' turn to draw: Mad Dog Marrn.


    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:

  • If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
  • If you move in a step other than your move step, recharge a card.

    Additional Rules:
    Dance of the Dead displayed: 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.

    Story Bane Details

    Imanish (Villain):

    Type: Monster
    Traits: Outsider
    To Defeat: Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Acid Pool (Henchman):

    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
    Mining Construct (Henchman):

    Type: Monster
    Traits: Construct
    To Defeat: Combat 10
    The Mining Construct is immune to the Mental and Poison traits. If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Graven Guardian of Nethys (Summoned Henchman):

    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 16, Fumbus/JeffCook

    Random Cards:

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

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

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

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

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

    Weapons
    Spoiler:
    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.

    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:
    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:
    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.

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    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:
    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:
    Key of the Second Vault
    MM
    Item C
    Traits:
    Object
    Magic
    Abadar
    To Acquire:
    Disable
    Perception
    Arcane
    Divine 10
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle, or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at a Disable, Arcane, or Divine 12 check to recharge this card instead of burying it.

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

    Spoiler:
    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:
    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.

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

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

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

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

    Current Hour:

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

    Hours Remaining: 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 Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 3 Meligaster/eddiephlash
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 Fumbus/JeffCook
    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.
    Hourglass Card 5 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 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 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 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 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 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 10 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 11 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 11 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 12 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 Fumbus/JeffCook
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Hourglass Card 13 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 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 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: Golden Lake
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Location #3: Quarry
    At This Location: Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Quarry Card 1:
    Osirion Ancestor
    MM
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
    Quarry Card 2:
    Quicksand Bunyip
    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.
    Quarry Card 3:
    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.
    Quarry Card 4:
    Acid Pool
    MM
    Henchman B
    Type: Barrier
    Traits:
    Obstacle
    Acid
    Veteran
    To Defeat:
    Intelligence
    Craft
    Wisdom
    Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Quarry Card 5:
    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.
    Quarry Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Quarry Card 7:
    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.
    Quarry Card 8:
    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.
    Quarry Card 9:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Quarry Card 10:
    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.
    Quarry Card 11:
    Seer's Tea
    MM
    Item B
    Traits:
    Liquid
    Magic
    To Acquire:
    Intelligence
    Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck.

    Location #4: Hot Springs
    Closed
    At This Location: At the end of your turn, you may recharge a random card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Bigguyinblack, Meligaster/eddiephlash, Fumbus/JeffCook, None

    Location #5: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: None

    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    Alchemical Gas
    MM
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Peasant Tombs Card 5:
    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.
    Peasant Tombs Card 6:
    Imanish
    MM
    Villain 1
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Peasant Tombs Card 7:
    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.
    Peasant Tombs Card 8:
    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."
    Peasant Tombs Card 9:
    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.
    Peasant Tombs Card 10:
    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.
    Peasant Tombs Card 11:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.

    Location #6: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Kyra/Nickademus, None
    Stonework Passages Card 1:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Stonework Passages Card 2:
    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.
    Stonework Passages Card 3:
    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.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    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.
    Stonework Passages Card 6:
    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.
    Stonework Passages Card 7:
    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.
    Stonework Passages Card 8:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Stonework Passages Card 9:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.


  • Halfling Mesmerist Deck Handler

    Forgot to add Tussah Silk Coat to my hand when I acquired it. Will have just discarded it at hand reset. Updated hand:

    Meligaster wrote:

    Hand: Noble Brat, Sign of the Thrush, Harrowed Society Student, Mad Dog Marrn, Acute Senses,

    Displayed:
    Deck: 7 Discard: 9 Buried: 1
    Current Location: Hot Springs
    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): Locate Object, Sacred Candle, Fez, Acadamae Student
    Recharged: Burglar's Bracers, Armor of the Sands, Dhabba,
    Discard Pile: Incitation, Blessing of Nethys, Sign of the Pack, Silver Balladeer, Harrower, Spellbook, Blessing of the Elements, Knock, Tussah Silk Coat,
    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.

    Grand Archive

    deck handler

    Fumbus picks up a straitjacket from Meli

    He heads to the peasant tombs and finds a fire hydra

    Can he dodge dexterity 8: 1d10 ⇒ 9

    yes Can he throw an acid flask

    craft 7: 1d8 + 4 + 3d6 ⇒ (2) + 4 + (3, 1, 1) = 11

    Hydra is defeated with acid

    Decides against exploring with his only divine card

    Ends turn discards straitjacket

    flask recovery craft 6: 1d8 + 4 ⇒ (7) + 4 = 11

    "

    Fumbus wrote:

    Hand: Acid Arrow, Benefaction, Archer's Kite Shield, Snake, Heavy Crossbow, Elixir of Love,

    Displayed:
    Deck: 8 Discard: 4 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Incitation, Noxious Bomb (Core), Knock, Spider Venom, Elixir of Healing, Sands of the Hour
    Recharged: Thieves' Tools, Acid Flask (Core),
    Discard Pile: acid flask (MM), Light Crossbow (Core), Toxic Cloud, Straitjacket,
    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
    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
    [X]On you check that involes Acid Fire or Poison add 1d6


    Deck Handler

    Blessing of the Elements in effect.

    Move to Quarry.

    Quarry Card 1: Osirion Ancestor:

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

    Banished. Discard Shining Wayfinder to examine the next card: Quicksand Bunyip Trigger. I take damage then it shuffles back into the location. Then I'll explore.

    electricity damage: 1d4 ⇒ 1 Discard Flaming Heavy Pick +1.

    random from the top: 1d10 ⇒ 1

    Quarry Card 2: Quicksand Bunyip:

    MM
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck.
    Damage dealt by the Quicksand Bunyip may not be reduced.

    combat 12 recharging Bone Lamellar to use +1d6 and blugoning, recharge Blessing of Gorum to add 2 dice, location effect, scenario effect: 3d8 + 1d6 + 1 + 3 - 4 ⇒ (2, 7, 2) + (6) + 1 + 3 - 4 = 17

    Sajan wrote:

    Hand: Staff of Minor Healing (Core), Athlete, Blessing of the Quartermaster 1, Mastiff, Sacred Candle, Blessing of Wadjet,

    Displayed:
    Deck: 8 Discard: 4 Buried: 0
    "Current Location: Quarry
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

    Sacred Candle: Bury this card to draw the top blessing from the blessings discard pile. You may not play this card during an encounter.

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

    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): Teamster, Blessing of the Quartermaster 3
    Recharged: Blessing of Milani, Shuriken +1, Blessing of Thoth, Blessing of Cayden Cailean, Bone Lamellar, Blessing of Gorum,
    Discard Pile: Benefaction, Blessing of the Quartermaster 2, Shining Wayfinder, Flaming Heavy Pick +1,
    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.

    Quarry Cards 1 and 2 banished.

    [oooc]At the start of Kyra's turn recharge Staff of Minor Healing (Core) to heal for 1. Then display Mastiff to draw 2 cards: Blessing of Milani and Blessing of Thoth.[/ooc]


    .
    .
    .
    .

    -- Kyra's Turn --
    Location: Stonework Passages - Damage dealt to you is reduced by 1.

    On-Turn Actions
    Free Exploration: Blessing of the Elements
    Wisdom 6: 1d10 + 3 ⇒ (4) + 3 = 7
    Success
    Blessing of the Elements is acquired.

    Discard Blessing of the Elements to Explore: Corrosive Dagger +1
    Automatic Failure
    Corrosive Dagger +1 is banished.

    Ending Turn
    End of Turn: Recharge Divine Insight to heal a card.
    Blessing of the Elements is healed.
    Reset: Drawing one card (Soothing Word).

    Kyra wrote:

    Hand: Longspear (Core), Splint Mail, Remove Curse, Prayer, Soothing Word,

    Displayed:
    Deck: 9 Discard: 4 Buried: 1
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chain Mail (Core), Deflect, Prayer 2, Divine Insight, Cure (Core), Blessing of the Elements, Holy Symbol (Core), Benefaction, Osirion History Guide
    Recharged:
    Discard Pile: Korvosan Guard, Cat's Claws, Benefaction 3, Scythe (Core),
    Buried Pile: Harrow Deck,

    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 Thoth. Move to Stonework Passages. Explore card 1: Shasalqu. Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards. Kyra must pass the BYA check as well.
    Wis 6: 1d4 ⇒ 1 Auto-fail.
    Recharge: 1d4 ⇒ 4: Ugh, all but Harrowed Society Student
    On ctd, add 2, then reveal Harrowed Society Student for 1d4+1, then discard it to use Mesmerist power.
    Combat 9 (15): 2 + 1d4 + 1 + 1d12 + 1 ⇒ 2 + (1) + 1 + (12) + 1 = 17 Defeated. We each take 1 cold damage which is reduced to 0 by the location.

    I'm out of cards from that nasy recharge effect, so end turn. Reset hand, drawing back to full.

    Meligaster wrote:

    Hand: Locate Object, Sacred Candle, Fez, Burglar's Bracers, Acadamae Student,

    Displayed:
    Deck: 6 Discard: 10 Buried: 1
    Current Location: Stonework Passages
    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): 0
    Recharged: Armor of the Sands, Dhabba, Mad Dog Marrn, Noble Brat, Sign of the Thrush, Acute Senses,
    Discard Pile: Incitation, Blessing of Nethys, Sign of the Pack, Silver Balladeer, Harrower, Spellbook, Blessing of the Elements, Knock, Tussah Silk Coat, Harrowed Society Student,
    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:

  • If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
  • If you move in a step other than your move step, recharge a card.

    Additional Rules:
    Dance of the Dead displayed: 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.

    Story Bane Details

    Imanish (Villain):

    Type: Monster
    Traits: Outsider
    To Defeat: Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Acid Pool (Henchman):

    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
    Mining Construct (Henchman):

    Type: Monster
    Traits: Construct
    To Defeat: Combat 10
    The Mining Construct is immune to the Mental and Poison traits. If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Graven Guardian of Nethys (Summoned Henchman):

    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 20, 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:
    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:
    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:
    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.

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

    Spoiler:
    The 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:
    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.

    Weapons
    Spoiler:
    Shotel
    MM
    Weapon B
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 for each die you roll. If not proficient with weapons, the difficulty of this check is increased by 4.

    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:
    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:
    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:
    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.

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

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

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

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

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

    Spoiler:
    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.

    Items
    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.

    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:
    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.

    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:
    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:
    Honaire
    MM
    Loot B
    Type: Ally
    Traits:
    Undead
    Phantom
    Owner: Estra
    To Acquire:
    None None
    Put this card on top of your deck to draw a spell from your discard pile.
    Put this card on top of your deck to add 1d10 and the Undead trait to your Strength, Constitution, or Perception check.
    When you would discard this card as damage, recharge it instead.

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

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

    Spoiler:
    Blessing of 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.


    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.

    Current Hour:

    Blessing of Pharasma:
    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.

    Hours Remaining: 10

    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 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 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 5 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 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 6 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 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 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 Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Hourglass Card 9 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 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 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: Golden Lake
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Location #3: Quarry
    At This Location: Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Sajan/Bigguyinblack, None

    Quarry Card 1:
    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.
    Quarry Card 2:
    Seer's Tea
    MM
    Item B
    Traits:
    Liquid
    Magic
    To Acquire:
    Intelligence
    Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck.
    Quarry Card 3:
    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.
    Quarry Card 4:
    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.
    Quarry Card 5:
    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.
    Quarry Card 6:
    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.
    Quarry Card 7:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Quarry Card 8:
    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.
    Quarry Card 9:
    Acid Pool
    MM
    Henchman B
    Type: Barrier
    Traits:
    Obstacle
    Acid
    Veteran
    To Defeat:
    Intelligence
    Craft
    Wisdom
    Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #4: Hot Springs
    Closed
    At This Location: At the end of your turn, you may recharge a random card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Fumbus/JeffCook, None

    Peasant Tombs Card 1:
    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.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    Alchemical Gas
    MM
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Peasant Tombs 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.
    Peasant Tombs Card 5:
    Imanish
    MM
    Villain 1
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Peasant Tombs 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.
    Peasant Tombs Card 7:
    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."
    Peasant Tombs Card 8:
    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.
    Peasant Tombs Card 9:
    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.
    Peasant Tombs Card 10:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.

    Location #6: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Kyra/Nickademus, Meligaster/eddiephlash, None
    Stonework Passages Card 1:
    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.
    Stonework Passages Card 2:
    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.
    Stonework Passages Card 3:
    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.
    Stonework Passages 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.
    Stonework Passages Card 5:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Stonework Passages Card 6:
    Desert Trapper
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Combat 7
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Each character may play no more than 1 card on the check to defeat.


  • .
    .
    .
    .

    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    Wisdom 6: 1d10 ⇒ 8
    Success

    Grand Archive

    deck handler

    The hour of Pharasma Fumbus explores the peasant tombss

    The blssing of Nethys auto fail acquire check

    Discard snake encounter staff of focus

    arcane 6: 1d8 + 2 ⇒ (4) + 2 = 6

    End turn keeping benefaction in hand ready to guard the tombs if someone encounters the villain Discard staff of focus as rather useless

    Draw elixir of healing and use on myself at start of Sajans turn

    cards healed: 1d4 + 1 ⇒ (2) + 1 = 3

    elixir recharge craft 6: 1d8 + 4 ⇒ (2) + 4 = 6

    "

    Fumbus wrote:

    Hand: Acid Arrow, Benefaction, Archer's Kite Shield, Heavy Crossbow, Elixir of Love,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spider Venom, Toxic Cloud, Knock, Incitation, Noxious Bomb (Core), Snake, Thieves' Tools, Acid Flask (Core), Sands of the Hour, acid flask (MM)
    Recharged: Elixir of Healing,
    Discard Pile: Light Crossbow (Core), Straitjacket, Staff of Focus,
    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
    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
    [X]On you check that involves Acid Fire or Poison add 1d6

    "


    Deck Handler

    Before the end of Meli's turn bury Sacred Candle to draw the hour: Blessing of Thoth.

    Blessing of the Ancients in effect.

    Quarry Card 1: 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.

    Banished. Discard Blessing of Thoth 2 to explore.

    Quarry Card 2: Seer's Tea:

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

    Wisdom 4 revealing Blessing of Wadjet: 1d8 + 1d4 ⇒ (2) + (1) = 3

    Discard Athlete to explore.

    Quarry Card 3: 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.

    BYA Wisdom 6 recharging Blessing of the Quartermaster 1 to bless: 2d8 ⇒ (6, 6) = 12

    combat 9 recharging Blessing of Thoth to use my acrobatics +1d6, aided by location, hindered by scenario: 1d8 + 1d6 + 3 + 3 - 2 ⇒ (1) + (1) + 3 + 3 - 2 = 6

    Discard my last 2 cards to combat damage. Shasalqu is shuffled into the location.

    Sajan wrote:

    Hand: Teamster, Staff of Minor Healing (Core), Blessing of Gorum, Blessing of Cayden Cailean, Blessing of the Quartermaster 3, Shuriken +1,

    Displayed:
    Deck: 4 Discard: 8 Buried: 1
    "Current Location: Quarry
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

    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 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 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): Shining Wayfinder, Bone Lamellar
    Recharged: Blessing of the Quartermaster 1, Blessing of Thoth,
    Discard Pile: Benefaction, Blessing of the Quartermaster 2, Flaming Heavy Pick +1, Mastiff, Blessing of Thoth 2, Athlete, Blessing of Wadjet, Blessing of Milani,
    Buried Pile: Sacred Candle,
    "
    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.

    Quarry cards 1 and 2 banished. Location shuffled.

    Acquired Meli's previous hour Blessing of Thoth.


    .
    .
    .
    .

    -- Kyra's Turn --
    Location: Stonework Passages - Damage dealt to you is reduced by 1.

    On-Turn Actions
    Move Step: Moving to Quarry.
    Location: Quarry - Add 3 to your checks that have the Bludgeoning trait.

    Banish Soothing Word to heal Sajan a card.

    Free Exploration: 1d7 ⇒ 6 Skeletal Jackal
    Reveal Longspear to use Melee + 1d8.
    Combat 11: 2d8 + 1d4 + 2 ⇒ (5, 7) + (3) + 2 = 17
    Success
    Skeletal Jackal is banished.
    Dance of the Dead: 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.
    Holy Water Grenade is shuffled into 1d3 ⇒ 2 Pleasant Tombs.

    Dancing Exploration: 1d6 ⇒ 1 Shasalqu
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    Discard Prayer to bless.
    Wisdom 6: 2d10 ⇒ (7, 5) = 12
    Success
    Reveal Longspear to use Melee + 1d8.
    Combat 9: 2d8 + 2 ⇒ (8, 6) + 2 = 16
    Success
    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.
    Discard Splint Mail for damage.
    Shasalqu is banished.

    Ending Turn
    End of Turn: Recharge Remove Curse to heal Sajan a card.
    Recovery:
    Soothing Word
    Divine 8: 1d10 + 3 ⇒ (4) + 3 = 7
    Failure
    Reset: Drawing four cards (Blessing of the Elements, Osirion History Guide, Cure, Chain Mail).

    On Meligaster's Turn:
    After Meligaster's turn starts display Chain Mail.
    Banish Cure to heal Sajan 1d4 + 1 ⇒ (4) + 1 = 5 cards.
    Recovery:
    Cure
    Divine 8: 1d10 + 3 ⇒ (6) + 3 = 9
    Success

    Random Cards Used: Item 1
    Actions Still Needed:
    Holy Water Grenade is shuffled into Pleasant Tombs.
    Sajan needs to succeed at a Wisdom 6 check or recharge 1d4 cards, then take 1 Cold damage.
    Sajan heals 7 cards.

    Kyra wrote:

    Hand: Longspear (Core), Blessing of the Elements, Osirion History Guide,

    Displayed: Chain Mail (Core),
    Deck: 7 Discard: 7 Buried: 1
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Symbol (Core), Benefaction, Prayer 2, Divine Insight, Deflect
    Recharged: Remove Curse, Cure (Core),
    Discard Pile: Korvosan Guard, Cat's Claws, Benefaction 3, Scythe (Core), Prayer, Splint Mail, Soothing Word,
    Buried Pile: Harrow Deck,

    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

    Heal 1 from Kyra. Thanks!

    Wisdom 6 vs Shasalqu's BYA recharging Blessing of Gorum to bless: 2d8 ⇒ (6, 4) = 10

    Heal 1 more on Kyra's turn. Then heal 5 during Meligaster's turn. Thanks again!


    Halfling Mesmerist Deck Handler

    Start turn. Hour is Ancient. Explore Stonework Passages: Unshakable Chill. Reveal Acadamae Student.
    Arcane 6: 1d12 + 1 + 1d4 + 1 ⇒ (3) + 1 + (3) + 1 = 8 Acquired!

    Cast Locate Object. Examine: Poison Spiked Pit Trap, The First Law (TRIGGER - display by scenario), Blessing of Nethys - encounter, and shuffle the rest (using BR site). Reveal Acadamae Student.
    Percep 8: 1d8 + 2 + 1d4 + 1 ⇒ (6) + 2 + (2) + 1 = 11 Acquired!

    Discard BoNethys to examine top 2: Mining Construct and Desert Trapper. Encounter the henchman. Cast Unshakable Chill. First monster, so add 2. Reveal student for d4+1.
    Combat 10 (16): 1d12 + 1 + 1d6 + 2 + 1d4 + 1 ⇒ (5) + 1 + (4) + 2 + (2) + 1 = 15 Defeated! No overkill, so draw new item: Embalming Fluid

    Result exceeds my wis/knowledge, so First Law triggers, and I suffer Curse of the Ravenous.
    Attempt to close, realizing just now that I have little to no hope of doing so.
    Survival 6 + # = 7: 1d4 ⇒ 3

    Meligaster ends their turn.

    Curse of the Ravenous: 1d4 ⇒ 4: Items - Bury discarded Spellbook.

    Meligaster attempts to recover all cards in their Recovery pile.
    Locate Object: Arcane 8: 1d12 + 1 ⇒ (3) + 1 = 4 -> Locate Object discarded.
    Unshakable Chill: Arcane 8: 1d12 + 1 ⇒ (10) + 1 = 11 -> Unshakable Chill recharged.

    Meligaster resets their hand.

    Meligaster wrote:

    Hand: Sacred Candle, Fez, Burglar's Bracers, Embalming Fluid, Acadamae Student,

    Displayed: Curse of the Ravenous,
    Deck: 7 Discard: 11 Buried: 2
    Current Location: Stonework Passages
    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): 0
    Recharged: Armor of the Sands, Dhabba, Mad Dog Marrn, Noble Brat, Sign of the Thrush, Acute Senses, Unshakable Chill,
    Discard Pile: Incitation, Blessing of Nethys, Sign of the Pack, Silver Balladeer, Harrower, Blessing of the Elements, Knock, Tussah Silk Coat, Harrowed Society Student, Blessing of Nethys, Locate Object,
    Buried Pile: Charm Person, Spellbook,

    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:

  • If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
  • If you move in a step other than your move step, recharge a card.

    Additional Rules:
    Dance of the Dead displayed: 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.

    Story Bane Details

    Imanish (Villain):

    Type: Monster
    Traits: Outsider
    To Defeat: Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Acid Pool (Henchman):

    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
    Mining Construct (Henchman):

    Type: Monster
    Traits: Construct
    To Defeat: Combat 10
    The Mining Construct is immune to the Mental and Poison traits. If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Graven Guardian of Nethys (Summoned Henchman):

    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 24, Fumbus/JeffCook

    Random Cards:

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

    Spoiler:
    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:
    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:
    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.

    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:
    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:
    Wall Scythes
    MM
    Barrier B
    Traits:
    Obstacle
    Trap
    Slashing
    Basic
    To Defeat:
    Dexterity
    Acrobatics 4
    OR Disable 6
    If undefeated, you are dealt 1d4 Combat damage;, then recharge your hand; put this card on top of its location deck.

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

    Spoiler:
    Explorer's Staff
    MM
    Weapon 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:
    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:
    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:
    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.

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

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

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

    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.

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

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

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    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.

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

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

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

    Current Hour:

    Blessing of Horus:
    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.

    Hours Remaining: 6

    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 Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 3 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 Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Hourglass Card 5 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 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 6 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 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: Golden Lake
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Location #3: Quarry
    At This Location: Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Shasalqu (shuffled in)

    Quarry Card 1:
    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.
    Quarry Card 2:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Quarry Card 3:
    Acid Pool
    MM
    Henchman B
    Type: Barrier
    Traits:
    Obstacle
    Acid
    Veteran
    To Defeat:
    Intelligence
    Craft
    Wisdom
    Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Quarry Card 4:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Quarry Card 5:
    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.

    Location #4: Hot Springs
    Closed
    At This Location: At the end of your turn, you may recharge a random card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Fumbus/JeffCook, Holy Water Grenade (shuffled)

    Peasant Tombs Card 1:
    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."
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Peasant Tombs Card 4:
    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.
    Peasant Tombs Card 5:
    Alchemical Gas
    MM
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Peasant Tombs Card 6:
    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.
    Peasant Tombs Card 7:
    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.
    Peasant Tombs Card 8:
    Bonecrusher Hunter
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Peasant Tombs Card 9:
    Imanish
    MM
    Villain 1
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.

    Location #6: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Meligaster/eddiephlash, Desert Trapper, Poison Spiked Pit Trap (both shuffled)
    Stonework Passages Card 1:
    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.
    Stonework Passages Card 2:
    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.

  • Grand Archive

    deck handler

    Fumbus explores and picks up a ring of rejection

    "

    Fumbus wrote:

    Hand: Acid Arrow, Benefaction, Archer's Kite Shield, Ring of Rejection, Heavy Crossbow, Elixir of Love,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Flask (Core), Toxic Cloud, Knock, acid flask (MM), Spider Venom, Thieves' Tools, Incitation, Noxious Bomb (Core), Snake, Sands of the Hour
    Recharged: Elixir of Healing,
    Discard Pile: Light Crossbow (Core), Straitjacket, Staff of Focus,
    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
    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
    [X]On you check that involves Acid Fire or Poison add 1d6

    "


    Deck Handler

    Blessing of the Ancients in effect.

    Quarry Card 1: 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.

    melee 8: 1d8 + 1 ⇒ (1) + 1 = 2

    Discard Teamster to explore.

    Quarry Card 2: Blessing of the Elements:

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

    dexterity 6: 1d8 + 1 ⇒ (2) + 1 = 3

    Discard Blessing of the Quartermaster 3 to explore.

    Quarry Card 3: Acid Pool:

    MM
    Henchman B
    Type: Barrier
    Traits:
    Obstacle
    Acid
    Veteran
    To Defeat:
    Intelligence
    Craft
    Wisdom
    Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Kyra recharges Blessing of the Elements.

    wisdom 9 +1 blessed by the Elements: 2d8 ⇒ (8, 5) = 13

    Fortitude 6 +1 recharging Blessing of Cayden Cailean to double bless: 3d6 + 2 ⇒ (1, 2, 5) + 2 = 10

    On close discard Shuriken +1. Recharge Staff of Minor Healing (Core) to heal for 1.

    Sajan wrote:

    Hand: Flaming Heavy Pick +1, Blessing of the Quartermaster 1, Athlete, Blessing of Wadjet, Staff of Minor Healing (Core), Teamster,

    Displayed:
    Deck: 9 Discard: 3 Buried: 1
    "Current Location: Quarry
    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.

    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 Thoth, Mastiff, Blessing of Gorum, Bone Lamellar, Benefaction, Blessing of the Quartermaster 2, Blessing of Cayden Cailean, Blessing of Milani, Shining Wayfinder
    Recharged:
    Discard Pile: Blessing of Thoth 2, Blessing of the Quartermaster 3, Shuriken +1,
    Buried Pile: Sacred Candle,
    "
    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.

    Quarry is closed.

    Kyra recharges Blessing of the Elements.


    .
    .
    .
    .

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

    On-Turn Actions
    Move Step: Moving to Stonework Passages.
    Location: Stonework Passages - Damage dealt to you is reduced by 1.

    Free Exploration: Desert Trapper
    Reveal Longspear to use Melee + 1d8.
    Combat 8: 2d8 + 2 ⇒ (8, 6) + 2 = 16
    Success
    Desert Trapper is banished.

    Ending Turn
    Reset: Drawing three cards (Prayer, Divine Insight, Holy Symbol).

    Kyra wrote:

    Hand: Longspear (Core), Osirion History Guide, Prayer 2, Divine Insight, Holy Symbol (Core),

    Displayed: Chain Mail (Core),
    Deck: 5 Discard: 7 Buried: 1
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Benefaction, Deflect
    Recharged: Remove Curse, Cure (Core), Blessing of the Elements,
    Discard Pile: Korvosan Guard, Cat's Claws, Benefaction 3, Scythe (Core), Prayer, Splint Mail, Soothing Word,
    Buried Pile: Harrow Deck,

    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 Ancients. Move to Peasant Tombs and explore: Falling Rubble. Reveal Student for d4+1
    Percep 6: 1d8 + 2 + 1d4 + 1 ⇒ (1) + 2 + (1) + 1 = 5 Shirt reroll that d8
    Percep 6: 1d8 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10 Success!

    Bury Sacred Candle to draw the hour. Discard BotA to examine top of location: Mining Construct. Immune to mental, and no other divine card for the close, so choose not to explore/encounter it.

    End turn.
    Curse of Ravenous: 1d4 ⇒ 3 No spells/weapons to bury

    Reset hand, discarding Fez, Bracers, and Fluid, then drawing 4.

    Meligaster wrote:

    Hand: Armor of the Sands, Acadamae Student, Dhabba, Mad Dog Marrn, Noble Brat,

    Displayed: Curse of the Ravenous,
    Deck: 3 Discard: 15 Buried: 3
    Current Location: Stonework Passages
    Hero Points: 0
    Shirt reroll used.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Sign of the Thrush, Acute Senses, Unshakable Chill,
    Discard Pile: Incitation, Blessing of Nethys, Sign of the Pack, Silver Balladeer, Harrower, Blessing of the Elements, Knock, Tussah Silk Coat, Harrowed Society Student, Blessing of Nethys 2, Locate Object, Blessing of the Ancients, Fez, Burglar's Bracers, Embalming Fluid,
    Buried Pile: Charm Person, Spellbook, Sacred Candle,

    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:

  • If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
  • If you move in a step other than your move step, recharge a card.

    Additional Rules:
    Dance of the Dead displayed: 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.

    Story Bane Details

    Imanish (Villain):

    Type: Monster
    Traits: Outsider
    To Defeat: Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.
    Acid Pool (Henchman):

    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
    Mining Construct (Henchman):

    Type: Monster
    Traits: Construct
    To Defeat: Combat 10
    The Mining Construct is immune to the Mental and Poison traits. If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Graven Guardian of Nethys (Summoned Henchman):

    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 28, Fumbus/JeffCook

    Random Cards:

    Monsters
    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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    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:
    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:
    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.

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

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

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

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    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.

    Items
    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:
    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:
    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:
    Fire Gecko
    MM
    Ally B
    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 fail to defeat the bane, discard this card before you take damage.
    Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

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

    Spoiler:
    Khelru
    MM
    Ally 1
    Traits:
    Human
    Cleric
    To Acquire:
    Knowledge
    Divine
    Charisma
    Diplomacy 9
    If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location deck, then you may then explore your location.

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

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

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

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

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

    Current Hour:

    Blessing of Khepri:
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.

    Hours Remaining: 2

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 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 2 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 2 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: Golden Lake
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

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

    Location #3: Quarry
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Bigguyinblack,

    Location #4: Hot Springs
    Closed
    At This Location: At the end of your turn, you may recharge a random card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #5: Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Meligaster/eddiephlash, Fumbus/JeffCook, Holy Water Grenade (shuffled), Mining Construct (henchman, reloaced)

    Peasant Tombs Card 1 (Mining Construct):
    Mining Construct
    MM
    Henchman B
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 10
    The Mining Construct is immune to the Mental and Poison traits.
    If defeated, you may immediately attempt to close the location this henchman came from; if defeated by less than 6, you may also draw an item from the box.
    Peasant Tombs Card 2:
    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.
    Peasant Tombs Card 3:
    Alchemical Gas
    MM
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Peasant Tombs Card 4:
    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.
    Peasant Tombs Card 5:
    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.
    Peasant Tombs Card 6:
    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.
    Peasant Tombs Card 7:
    Imanish
    MM
    Villain 1
    Type: Monster
    Traits:
    Outsider
    To Defeat:
    Combat 9
    Imanish is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die.
    Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.

    Location #6: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/Nickademus,
    Stonework Passages Card 1:
    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.

  • Grand Archive

    deck handler

    It is the hour of khepri

    Fumbus encounters the mining construct

    He shoots it with his crossbow discarding his elixir of love to add acid to the check

    combat 10: 2d10 + 1 + 1d6 + 1d4 ⇒ (4, 5) + 1 + (4) + (4) = 18

    Reroll d4 to get item?

    1-2 good: 1d4 ⇒ 1

    Actually only 1 is good as 2 would have beaten by 6

    Smoked glass goggles acquired bury benefaction to close location

    Discard rest of hand to try draw something useful

    "

    Fumbus wrote:

    Hand: Sands of the Hour, Knock, Snake, acid flask (MM), Heavy Crossbow, Toxic Cloud,

    Displayed:
    Deck: 7 Discard: 6 Buried: 1
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spider Venom, Thieves' Tools, Noxious Bomb (Core), Incitation, Acid Flask (Core)
    Recharged: Elixir of Healing, Archer's Kite Shield,
    Discard Pile: Elixir of Love, Light Crossbow (Core), Acid Arrow, Straitjacket, Ring of Rejection, Staff of Focus,
    Buried Pile: Benefaction,

    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
    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
    [X]On you check that involves Acid Fire or Poison add 1d6

    "


    Deck Handler

    Blessing of Abadar in effect. Recharge Teamster to draw a card: Blessing of the Quartermaster 2.

    Move to Stonework Passages.

    Stonework Passages Card 1: 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.

    Kyra casts Divine Insight.

    acrobatics 10 +1 aided by Divine Insight, recharge Athlete: 1d8 + 2d6 + 1d6 + 3 ⇒ (6) + (6, 6) + (6) + 3 = 27

    Wisdom 6 +1 recharging Blessing of the Quartermaster 1 to bless: 2d8 ⇒ (6, 3) = 9

    We win the day.


    Deck Handler

    Edit: Villain remains for Kyra to fight. Recharge Staff of Minor Healing (Core) to heal for 1. End turn discarding Flaming Heavy Pick +1.

    Sajan wrote:

    Hand: Teamster, Blessing of the Quartermaster 2, Blessing of Gorum, Blessing of Wadjet, Staff of Minor Healing (Core), Athlete,

    Displayed:
    Deck: 9 Discard: 3 Buried: 1
    "Current Location: Stonework Passages
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

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

    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): Shining Wayfinder, Blessing of Milani, Mastiff, Blessing of Thoth, Blessing of the Quartermaster 3, Bone Lamellar, Blessing of Cayden Cailean, Benefaction, Blessing of the Quartermaster 1
    Recharged:
    Discard Pile: Blessing of Thoth 2, Shuriken +1, Flaming Heavy Pick +1,
    Buried Pile: Sacred Candle,
    "
    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.

    Stonework Passages are closed.


    .
    .
    .
    .

    -- Kyra's Turn --
    Location: Stonework Passages - closed

    Before Turn Recovery:
    Divine Insight
    Reveal Holy Symbol to add 1d4.
    Divine 8: 1d10 + 1d4 + 4 ⇒ (6) + (4) + 4 = 14
    Success

    On-Turn Actions

    Move Step: Moving to Peasant Tombs.
    Location: Peasant Tombs- After playing a boon that has the Fire trait, bury it.

    Free Exploration: Imanish
    Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the henchman Blightwing.

    Recharge Osirion History Guide to add 1d10. Discard Prayer to bless.
    Perception 8: 3d10 + 1d4 + 2 ⇒ (5, 7, 9) + (2) + 2 = 25
    Success
    Reveal Longspear to use Melee + 1d8. Sajan recharges Gorum's Iron to bless.
    Combat 9: 3d8 + 1d4 + 2 ⇒ (8, 3, 1) + (2) + 2 = 16
    Success
    Imanish is banished.

    We win (for real this time).


    Victory!

    Development:
    After defeating the doru and dismantling the constructs, you see the Taldan with the foppish hat in the distance. Could she have used the div as a delaying tactic? Fortunately, whatever spell granted her such speed on land isn’t helping her swim, so you’re able to start slowly closing the distance to her.

    As she reaches the far edge of the Aspis dig site, you feel a knot in the pit of your stomach. When Norden Balentiir told you not to head past the boundaries of the dig site, you somehow knew that you were going to wind up going past them anyway. But this seems crucial, so you sigh inwardly and press on.

    Scenario Reward:

  • Loot: Spear of the Watchful Guardian
  • Loot: Scarab Buckler
  • 1 XP, 1 Hero Point

    Acquired cards:
    Dhabba (Ally B)
    Mad Dog Marrn (Ally 1)
    Bone Lamellar (Armor 1)
    Armor of the Sands (Armor C)
    Splint Mail (Armor C)
    Tussah Silk Coat (Armor B)
    Blessing of the Elements (Blessing B)
    Blessing of Nethys (Blessing B)
    Blessing of Thoth (Blessing 1)
    Blessing of Nethys (Blessing B)
    Blessing of the Elements (Blessing B)
    Blessing of Thoth (Blessing 1)
    Blessing of the Ancients (Blessing B)
    Osirion History Guide (Item B)
    Smoked Glass Goggles (Item B)
    Smoke Stick (Item 1)
    Burglar's Bracers (Item B)
    Ring of Rejection (Item P)
    Embalming Fluid (Item 1)
    Unshakable Chill (Spell C)
    Knock (Spell 1)
    Acute Senses (Spell B)
    Cat's Claws (Weapon C)
    Staff of Focus (Weapon C)

    To the discussion page!


  • Scenario 3-1D: UNDER PRESSURE
    As you follow the Taldan infiltrator deeper into the ruins of Shotep-Kara, you don’t allow yourself the luxury of examining the archaeological marvels around you. You must stay focused lest she try another trick to shake you off her tail. She enters a strange domed edifice of opaque glass, relatively intact compared to its neighbors. You open the door to follow her inside, shocked to find that the building’s entrance repels the water around it. Why would that...

    In a flash, you remember Norden Balentiir’s briefing: Shotep- Kara had strange extradimensional portals, altered spaces, and connections to the Elemental Planes themselves. The inside of this building might not even be in the same dimension as the city around it! It might have been ensorcelled to prevent the elements from reaching the inside—inadvertently handy if the city were to, say, be swallowed by the ocean after a series of earthquakes and tsunamis. The inside of the building is full of Ancient Osirian hieroglyphics. Fortunately, you learned to read them during training, part of the reason the venture-captain chose you for this mission. The text dates this building to the early Age of the Black Sphinx, over 6,000 years ago, coinciding with the reign of the Four Pharaohs. Skimming the hieroglyphics as you glance around for the woman in the foppish hat, you note that this place was a repository for reports by scholars and archaeologists loyal to the Four Pharaohs. The walls honor the sacrifices of their fallen on behalf of the gods Nethys and Thoth. You follow the woman’s trail to a strange altar, though she is nowhere in sight.

    “Impressive, following me here,” she calls out from somewhere nearby, in Ancient Osiriani of all languages, “but it ends here. Guardians, destroy the intruders!”

    SETUP:

  • Before building the location decks, display the spell Elemental Treaty at 2 different random locations. Ignore the sentence that begins “When this location is closed” on these 2 spells.

    LOCATIONS:
    1 - GLASS PAVILION
    1 - MAUSOLEUM
    1 - TOWERING OBELISK
    2 - HALL OF BLESSED REBIRTH
    3 - RUINED TEMPLE
    4 - CATACOMBS
    5 - EMBALMING PARLOR
    6 - CRYPT

    Story Banes:
    Villain: VELRIANA HYPAXES
    Henchmen: GRAVEN GUARDIAN OF NETHYS, ALCHEMICAL GOLEM, WARRIOR DOLLS

    DURING THIS SCENARIO:

  • When a character starts her turn at a location that has an Elemental Treaty displayed, or when you close a location that has an Elemental Treaty displayed, display each Elemental Treaty at that location at a random other location.
  • Acid, Cold, Electricity, Fire, and Poison damage dealt to you is increased by 1.


  • Traders:
    Sajan goes to Smiths. 2 Weapons:

    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.
    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.

    Fumbus, Meli, and Kyra go to Hoppert. 4 spells:

    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.
    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.
    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.
    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.


    Starting locations for Elemental Treaties: 1d6 + 1d5 ⇒ (6) + (4) = 10: Catacombs and Hall of Blessed Rebirth.

    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:

  • Ignore the “When this location is closed” sentence on the two Elemental Treaty spells displayed during setup.
  • When a character starts her turn at a location that has an Elemental Treaty displayed, or when you close a location that has an Elemental Treaty displayed, display each Elemental Treaty at that location at a random other location.
  • Acid, Cold, Electricity, Fire, and Poison damage dealt to you is increased by 1.

    Setup:

    * Before building the location decks, display the spell Elemental Treaty at 2 different random locations.

    Additional Rules: Story Bane Details

    Velriana Hypaxes (Villain):

    Villain
    Type: Monster
    Traits: Human Wizard Aristocrat
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
    Graven Guardian of Nethys (Henchman):

    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys. If defeated, you may immediately attempt to close the location this henchman came from.
    Alchemical Golem:

    Henchman
    Type: Monster
    Traits: Construct Alchemical
    To Defeat: Combat 10
    The Alchemical Golem is immune to the Attack, Mental, and Poison traits. If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is: 1. Fire damage. 2. Poison damage. 3. Acid damage; then discard a weapon or an armor. 4. Electricity damage; after the encounter, end your turn. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls (Henchman):

    Henchman
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.
    Voices of the Spire (summoned Henchman):

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

    Henchman
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 0, Sajan/Bigguyinblack

    Random Cards:

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

    Spoiler:
    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.

    Barriers
    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:
    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 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.

    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:
    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.

    Weapons
    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:
    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:
    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:
    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:
    Djinni Quarterstaff
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Discard this card to shuffle your location deck; you may succeed at an Arcane or Divine 10 check to recharge this card instead.

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    Canteen
    MM
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.

    Allies
    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:
    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:
    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:
    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.

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

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

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

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #2: Mausoleum
    At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
    When Closing: Summon and defeat the henchman Voices of the Spire.
    When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: None

    Location #3: Towering Obelisk
    At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
    When Closing: Summon and defeat the henchman Aghash.
    When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
    M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Elemental Treaty displayed: Reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.

    Location #5: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Elemental Treaty displayed: Reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.

    Please post starting info:

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


  • Deck Handler

    Not taking any loot. At Sunburst trading out my Temple Sword for Ubashki. Filled my empty blessing slot with Blessing of Kofusachi. Starting at Glass Pavilion.

    Sajan wrote:

    Hand: Shuriken +1, Blessing of Milani, Sacred Candle, Blessing of Wadjet, Staff of Minor Healing (Core), Shining Wayfinder,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    "Current Location: Glass Pavilion
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused

    Sacred Candle: Bury this card to draw the top blessing from the blessings discard pile. You may not play this card during an encounter.

    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 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): Athlete, Mastiff, Blessing of Kofusachi, Ubashki, Blessing of Gorum, Teamster, Blessing of the Quartermaster 1, Blessing of the Quartermaster 3, Blessing of Cayden Cailean, Blessing of the Quartermaster 2
    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

    Starting at the mauseleum Passing on trades

    "

    Fumbus wrote:

    Hand: Incitation, Light Crossbow (Core), Elixir of Healing, Elixir of Love, Toxic Cloud, Spider Venom,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thieves' Tools, Acid Flask (Core), Noxious Bomb (Core), Acid Arrow, Archer's Kite Shield, The Inquisitor, Heavy Crossbow, Snake, Benefaction, Spider
    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
    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
    [X]On you check that involves Acid Fire or Poison add 1d6

    "


    Starting Location: Glass Pavilion
    .
    .
    .

    Kyra wrote:

    Hand: Spear of the Watchful Guardian, Korvosan Guard, Benefaction 3, Divine Insight, Cure (Core),

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deflect, Longspear (Core), Benefaction 2, Soothing Word, Prayer 2, Remove Curse, Prayer, Harrow Deck, Magic Chain Mail (Core), Benefaction, 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
    Fortitude: Constitution +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wisdom +3
    Perception: Wisdom +2
    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

    Will also start at Glass Pavilion and trade out Divine Insight and Fez for the available Locate Object. Scarab Buckler Loot as always.

    Meligaster wrote:

    Hand: Acadamae Student, Harrower, Noble Brat, Incitation, Locate Object (Trader),

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    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, Spellbook, Harrowed Society Student, Charm Person, Sign of the Thrush, Locate Object, Sacred Candle, Scarab Buckler, Silver Balladeer, Knock
    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.


    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:

  • Ignore the “When this location is closed” sentence on the two Elemental Treaty spells displayed during setup.
  • When a character starts her turn at a location that has an Elemental Treaty displayed, or when you close a location that has an Elemental Treaty displayed, display each Elemental Treaty at that location at a random other location.
  • Acid, Cold, Electricity, Fire, and Poison damage dealt to you is increased by 1.

    Setup:

    * Before building the location decks, display the spell Elemental Treaty at 2 different random locations.

    Additional Rules: Story Bane Details

    Velriana Hypaxes (Villain):

    Villain
    Type: Monster
    Traits: Human Wizard Aristocrat
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
    Graven Guardian of Nethys (Henchman):

    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys. If defeated, you may immediately attempt to close the location this henchman came from.
    Alchemical Golem:

    Henchman
    Type: Monster
    Traits: Construct Alchemical
    To Defeat: Combat 10
    The Alchemical Golem is immune to the Attack, Mental, and Poison traits. If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is: 1. Fire damage. 2. Poison damage. 3. Acid damage; then discard a weapon or an armor. 4. Electricity damage; after the encounter, end your turn. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls (Henchman):

    Henchman
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.
    Voices of the Spire (summoned Henchman):

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

    Henchman
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 1, Kyra/Nickademus

    Random Cards:

    Monsters
    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:
    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:
    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:
    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:
    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.

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

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

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

    Weapons
    Spoiler:
    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:
    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.

    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:
    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:
    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.

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

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

    Spoiler:
    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.

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

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

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

    Items
    Spoiler:
    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:
    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:
    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:
    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.

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

    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:
    Honaire
    MM
    Loot B
    Type: Ally
    Traits:
    Undead
    Phantom
    Owner: Estra
    To Acquire:
    None None
    Put this card on top of your deck to draw a spell from your discard pile.
    Put this card on top of your deck to add 1d10 and the Undead trait to your Strength, Constitution, or Perception check.
    When you would discard this card as damage, recharge it instead.

    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

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

    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.

    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: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 1 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 2 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 2 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 3 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 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 4 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 4 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 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 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 7 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 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 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.
    Hourglass Card 9 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 9 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 10 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 10 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 11 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 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 12 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 12 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 13 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 13 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 14 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 14 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 15 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 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 16 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 16 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 17 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 17 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 18 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 19 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 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 20 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 20 Kyra/Nickademus
    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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 21 Meligaster/eddiephlash
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 22 Fumbus/JeffCook
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Hourglass Card 23 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 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 24 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 24 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 25 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 25 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 26 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 26 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 27 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 Sajan/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing C
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 28 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 28 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 29 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 29 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.

    Location #1: Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, None

    Glass Pavilion Card 1:
    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.
    Glass Pavilion 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.
    Glass Pavilion Card 3:
    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.
    Glass Pavilion Card 4:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Glass Pavilion Card 5:
    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.
    Glass Pavilion Card 6:
    Mummify Self
    MM
    Spell P
    Traits:
    Magic
    Divine
    To Acquire:
    WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.
    Glass Pavilion Card 7:
    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.
    Glass Pavilion Card 8:
    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.
    Glass Pavilion Card 9:
    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.
    Glass Pavilion Card 10:
    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.

    Location #2: Mausoleum
    At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
    When Closing: Summon and defeat the henchman Voices of the Spire.
    When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: Fumbus/JeffCook, None
    Mausoleum Card 1:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Mausoleum Card 2:
    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.
    Mausoleum Card 3:
    Graven Guardian of Nethys
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Nethys
    Inquisitor
    Veteran
    To Defeat:
    ArcaneDivine 9
    OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
    You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mausoleum Card 4:
    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.
    Mausoleum 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.
    Mausoleum Card 6:
    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.
    Mausoleum Card 7:
    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.
    Mausoleum Card 8:
    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.
    Mausoleum Card 9:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Mausoleum Card 10:
    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 #3: Towering Obelisk
    At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
    When Closing: Summon and defeat the henchman Aghash.
    When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
    M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Towering Obelisk 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.
    Towering Obelisk Card 2:
    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.
    Towering Obelisk Card 3:
    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.
    Towering Obelisk Card 4:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Towering Obelisk Card 5:
    Aunty
    MM
    Ally C
    Traits:
    Human
    Cleric
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
    Discard this card to examine the top 3 cards of your location deck. Then you may explore your location.
    Towering Obelisk Card 6:
    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.
    Towering Obelisk Card 7:
    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.
    Towering Obelisk Card 8:
    Alchemical Golem
    MM
    Henchman C
    Type: Monster
    Traits:
    Construct
    Alchemical
    To Defeat:
    Combat 10
    The Alchemical Golem is immune to the Attack, Mental, and Poison traits.
    If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
    1. Fire damage.
    2. Poison damage.
    3. Acid damage; then discard a weapon or an armor.
    4. Electricity damage; after the encounter, end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Towering Obelisk Card 9:
    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.
    Towering Obelisk Card 10:
    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.

    Location #4: Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Elemental Treaty displayed: Reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    Hall of Blessed Rebirth Card 1:
    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.
    Hall of Blessed Rebirth Card 2:
    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.
    Hall of Blessed Rebirth Card 3:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hall of Blessed Rebirth Card 4:
    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.
    Hall of Blessed Rebirth Card 5:
    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.
    Hall of Blessed Rebirth Card 6:
    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.
    Hall of Blessed Rebirth Card 7:
    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.
    Hall of Blessed Rebirth 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.
    Hall of Blessed Rebirth Card 9:
    Velriana Hypaxes
    MM
    Villain 1
    Type: Monster
    Traits:
    Human
    Wizard
    Aristocrat
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
    Hall of Blessed Rebirth Card 10:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Location #5: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Ruined Temple Card 1:
    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.
    Ruined Temple 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.
    Ruined Temple Card 3:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Ruined Temple Card 4:
    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.
    Ruined Temple Card 5:
    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.
    Ruined Temple Card 6:
    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.
    Ruined Temple Card 7:
    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.
    Ruined Temple Card 8:
    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.
    Ruined Temple Card 9:
    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.
    Ruined Temple Card 10:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Elemental Treaty displayed: Reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    Catacombs Card 1:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 2:
    Hyena
    MM
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Catacombs Card 3:
    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.
    Catacombs Card 4:
    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.
    Catacombs Card 5:
    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.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    Torch
    MM
    Weapon C
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic
    To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.
    Catacombs Card 8:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
    Catacombs Card 9:
    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.
    Catacombs Card 10:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.


  • .
    .
    .
    .

    -- Kyra's Turn --
    Location: Glass Pavilion - At the start of your turn, examine the top card of your location.

    Start of Turn:
    Examine Glass Pavilion (Bonecrusher Wizard).
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    Recharge Korvosan Guard to reduce to 0.
    Reveal Spear of the Watchful Guardian to use Melee + 1d8+1.
    Combat 12: 2d8 + 3 ⇒ (1, 1) + 3 = 5
    Discard Spear of the Watchful Guardian to reroll.
    Combat 12: 2d8 + 3 ⇒ (4, 7) + 3 = 14
    Success
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Discard Benefaction for damage.
    Bonecrusher Wizard is banished.

    On-Turn Actions
    Move Step: Moving to Hall of Blessed Rebirth.
    Location: Hall of Blessed Rebirth - When you are dealt damage, instead you are dealt 1 Poison damage.

    Banish Cure to heal 2 cards.
    Spear of the Watchful Guardian, Benefaction are healed.

    Free Exploration: Trapped Locker
    Banish Divine Insight to add 2d6.
    Dexterity 9: 3d6 ⇒ (5, 5, 1) = 11
    Success
    If defeated, draw an armor from the box.
    Shield of Fire Resistance is drawn.
    Trapped Locker is banished.

    Ending Turn
    Recovery:
    Cure
    Divine 8: 1d10 + 4 ⇒ (9) + 4 = 13
    Success
    Divine Insight
    Divine 8: 1d10 + 4 ⇒ (1) + 4 = 5
    Failure
    Reset: Drawing four cards (Spear of Watchful Guardian, Harrow Deck, Soothing Word, Korvosan Guard).

    On Meligaster's Turn:
    After Meligaster's turn starts banish Harrow Deck to examine Hall of Blessed Rebirth (Ubashki Swarm, ...).
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
    Automatic Failure
    Reveal Spear of the Watchful Guardian to use Melee + 1d8+1.
    Combat 8: 2d8 + 1d4 + 3 ⇒ (4, 1) + (1) + 3 = 9
    Success
    Reveal and recharge Spear of the Watchful Guardian to use Melee + 1d8+1d6+1.
    Combat 8: 2d8 + 1d6 + 1d4 + 3 ⇒ (1, 4) + (3) + (1) + 3 = 12
    Success
    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.
    Fortitude 7: 1d6 + 1d4 + 2 ⇒ (1) + (4) + 2 = 7
    Success
    Ubashki Swarm is banished.
    Continue examining Hall of Blessed Rebirth (Blessing of the Elements, Desert Trapper).
    Recovery:
    Harrow Deck
    Perception 12: 1d10 + 3 ⇒ (3) + 3 = 6
    Failure

    Random Cards Used: Armor 1 (Shield of Fire Resistance acquired)

    Kyra wrote:

    Hand: Shield of Fire Resistance, Soothing Word, Korvosan Guard,

    Displayed:
    Deck: 12 Discard: 1 Buried: 1
    Hero Points: 0
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Prayer, Remove Curse, Longspear (Core), Holy Symbol (Core), Benefaction 3, Magic Chain Mail (Core), Prayer 2, Benefaction 2, Deflect, Benefaction
    Recharged: Cure (Core), Spear of the Watchful Guardian,
    Discard Pile: Divine Insight,
    Buried Pile: Harrow Deck,

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Melee: Strength +2
    Dexterity d4 ☐ +1
    Constitution d6 ☐ +1 ☐ +2
    Fortitude: Constitution +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Wisdom +3
    Perception: Wisdom +2
    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 Ancients. Examine top of Glass Pavilion: Blessing of Nethys. Follow Kyra to Hall of Blessed Rebirth. Explore Blessing of the Elements. Reveal Noble Brat for my power.
    Cha 6: 1d12 + 1 + 1d4 + 1 ⇒ (10) + 1 + (3) + 1 = 15 Acquired!

    Cast Locate Object. Desert Trapper, Blessing of the Elements - Encounter. Run it again.
    Cha 6: 1d12 + 1 + 1d4 + 1 ⇒ (8) + 1 + (1) + 1 = 11 Acquired!
    Location Shuffled (manually via BR site).

    Discard Incitation to explore shuffled location: Acute Senses.Reval Noble Brat.
    Arcane 4: 1d12 + 1 + 1d4 + 1 ⇒ (12) + 1 + (4) + 1 = 18 acquired!

    Discard Harrower to examine next card: Ubashki Swarm - Trigger! Discard BotE for Stealth check, and Kyra adds d4.
    Stealth 6: 3d4 ⇒ (2, 1, 1) = 4 Failed!
    Kyra and I each summon and encounter the Ubashki Swarm.

    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.

    First check, punch it, add 2, Plus Kyra, plus reveal Brat.
    Combat 8: 1d4 + 2 + 1d4 + 1d4 + 1 ⇒ (2) + 2 + (2) + (4) + 1 = 11 Success!
    Second check. Punch, Krya, reveal brat. Discard BotE to bless.
    Combat 8: 2d4 + 1d4 + 1d4 + 1 ⇒ (2, 1) + (2) + (3) + 1 = 9 Success, barely
    Defeated, but didn't overkill enough. Kyra still helps with the Con check.
    Con 7: 1d6 + 1d4 ⇒ (3) + (1) = 4 Bury Acute Senses.

    Meligaster ends their turn.

    Meligaster attempts to recover all cards in their Recovery pile.
    Locate Object (Trader): Arcane 8: 1d12 + 2 ⇒ (6) + 2 = 8 -> Locate Object (Trader) recharged.

    Meligaster resets their hand, drawing 3.

    Meligaster wrote:

    Hand: Acadamae Student, Noble Brat, Scarab Buckler, Harrowed Society Student, Locate Object,

    Displayed:
    Deck: 8 Discard: 4 Buried: 1
    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): Silver Balladeer, Spellbook, Knock, Sign of the Pack, Sign of the Thrush, Charm Person, Sacred Candle
    Recharged: Locate Object (Trader),
    Discard Pile: Incitation, Harrower, Blessing of the Elements 2, Blessing of the Elements,
    Buried Pile: Acute Senses,

    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:

  • Ignore the “When this location is closed” sentence on the two Elemental Treaty spells displayed during setup.
  • When a character starts her turn at a location that has an Elemental Treaty displayed, or when you close a location that has an Elemental Treaty displayed, display each Elemental Treaty at that location at a random other location.
  • Acid, Cold, Electricity, Fire, and Poison damage dealt to you is increased by 1.

    Setup:

    * Before building the location decks, display the spell Elemental Treaty at 2 different random locations.

    Additional Rules: Story Bane Details

    Velriana Hypaxes (Villain):

    Villain
    Type: Monster
    Traits: Human Wizard Aristocrat
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.
    Graven Guardian of Nethys (Henchman):

    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys. If defeated, you may immediately attempt to close the location this henchman came from.
    Alchemical Golem:

    Henchman
    Type: Monster
    Traits: Construct Alchemical
    To Defeat: Combat 10
    The Alchemical Golem is immune to the Attack, Mental, and Poison traits. If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is: 1. Fire damage. 2. Poison damage. 3. Acid damage; then discard a weapon or an armor. 4. Electricity damage; after the encounter, end your turn. If defeated, you may immediately attempt to close the location this henchman came from.
    Warrior Dolls (Henchman):

    Henchman
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.
    Voices of the Spire (summoned Henchman):

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

    Henchman
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.

    Scenario Level (#): 1

    Turn: 3, Fumbus/JeffCook

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

    Spoiler:
    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:
    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.

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

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

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

    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.

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

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

    Spoiler:
    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.

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

    Spoiler:
    Djinni Quarterstaff
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    Discard this card to shuffle your location deck; you may succeed at an Arcane or Divine 10 check to recharge this card instead.

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

    Spoiler:
    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:
    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.

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

    Armors
    Spoiler:
    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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:
    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."

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

    Spoiler:
    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:
    Pahmet Clansman
    MM
    Ally C
    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:
    Honaire
    MM
    Loot B
    Type: Ally
    Traits:
    Undead
    Phantom
    Owner: Estra
    To Acquire:
    None None
    Put this card on top of your deck to draw a spell from your discard pile.
    Put this card on top of your deck to add 1d10 and the Undead trait to your Strength, Constitution, or Perception check.
    When you would discard this card as damage, recharge it instead.

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

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

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

    Current Hour:

    Blessing of Horus:
    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.

    Hours Remaining: 27

    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 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 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 Abadar
    MM
    Blessing B
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 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 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 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 the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 9 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 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 10 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 10 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 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 Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 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 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.
    Hourglass Card 15 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 15 Meligaster/eddiephlash
    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 16 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 16 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 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 Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 19 Meligaster/eddiephlash
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 20 Fumbus/JeffCook
    Blessing of Khepri
    MM
    Blessing P
    Traits:
    Divine
    Healing
    Khepri
    To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Hourglass Card 21 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 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 22 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 22 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 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 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 25 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Sajan/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing C
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 26 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 26 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 27 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 27 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.

    Location #1: Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Sajan/Bigguyinblack, Blessing of Nethys (reloaded)

    Glass Pavilion Card 1 (Blessing of Nethys):
    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.
    Glass Pavilion Card 2:
    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.
    Glass Pavilion Card 3:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Glass Pavilion Card 4:
    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.
    Glass Pavilion Card 5:
    Mummify Self
    MM
    Spell P
    Traits:
    Magic
    Divine
    To Acquire:
    WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.
    Glass Pavilion Card 6:
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Glass Pavilion Card 7:
    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.
    Glass Pavilion Card 8:
    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.
    Glass Pavilion Card 9:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.

    Location #2: Mausoleum
    At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
    When Closing: Summon and defeat the henchman Voices of the Spire.
    When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
    Located/Displayed Here: Fumbus/JeffCook, None
    Mausoleum Card 1:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Mausoleum Card 2:
    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.
    Mausoleum Card 3:
    Graven Guardian of Nethys
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Nethys
    Inquisitor
    Veteran
    To Defeat:
    ArcaneDivine 9
    OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
    You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mausoleum Card 4:
    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.
    Mausoleum 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.
    Mausoleum Card 6:
    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.
    Mausoleum Card 7:
    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.
    Mausoleum Card 8:
    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.
    Mausoleum Card 9:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Mausoleum Card 10:
    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 #3: Towering Obelisk
    At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
    When Closing: Summon and defeat the henchman Aghash.
    When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
    M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Towering Obelisk 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.
    Towering Obelisk Card 2:
    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.
    Towering Obelisk Card 3:
    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.
    Towering Obelisk Card 4:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Towering Obelisk Card 5:
    Aunty
    MM
    Ally C
    Traits:
    Human
    Cleric
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
    Discard this card to examine the top 3 cards of your location deck. Then you may explore your location.
    Towering Obelisk Card 6:
    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.
    Towering Obelisk Card 7:
    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.
    Towering Obelisk Card 8:
    Alchemical Golem
    MM
    Henchman C
    Type: Monster
    Traits:
    Construct
    Alchemical
    To Defeat:
    Combat 10
    The Alchemical Golem is immune to the Attack, Mental, and Poison traits.
    If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
    1. Fire damage.
    2. Poison damage.
    3. Acid damage; then discard a weapon or an armor.
    4. Electricity damage; after the encounter, end your turn.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Towering Obelisk Card 9:
    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.
    Towering Obelisk Card 10:
    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.

    Location #4: Hall of Blessed Rebirth
    At This Location: When you are dealt damage, instead you are dealt 1 Poison damage.
    When Closing: Succeed at a Wisdom or Divine 7 or an Intelligence or Craft 8 check.
    When Permanently Closed: On closing, banish a card that has the Curse trait displayed next to any character's deck.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kyra/Nickademus, Meligaster/eddiephlash, Elemental Treaty displayed: Reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    Desert Trapper (shuffled), Ubashki Swarm (reloaded)
    Hall of Blessed Rebirth Card 1 (Ubashki Swarm):
    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.
    Hall of Blessed Rebirth Card 2:
    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.
    Hall of Blessed Rebirth Card 3:
    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.
    Hall of Blessed Rebirth Card 4:
    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.
    Hall of Blessed Rebirth Card 5:
    Velriana Hypaxes
    MM
    Villain 1
    Type: Monster
    Traits:
    Human
    Wizard
    Aristocrat
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom or Perception 9 check or the difficulty to defeat is increased by 3.

    Location #5: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None
    Ruined Temple Card 1:
    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.
    Ruined Temple 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.
    Ruined Temple Card 3:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Ruined Temple Card 4:
    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.
    Ruined Temple Card 5:
    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.
    Ruined Temple Card 6:
    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.
    Ruined Temple Card 7:
    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.
    Ruined Temple Card 8:
    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.
    Ruined Temple Card 9:
    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.
    Ruined Temple Card 10:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Elemental Treaty displayed: Reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    Catacombs Card 1:
    Warrior Dolls
    MM
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 2:
    Hyena
    MM
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Catacombs Card 3:
    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.
    Catacombs Card 4:
    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.
    Catacombs Card 5:
    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.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    Torch
    MM
    Weapon C
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic
    To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.
    Catacombs Card 8:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
    Catacombs Card 9:
    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.
    Catacombs Card 10:
    Flames of the Faithful
    MM
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran
    To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

  • Grand Archive

    deck handler

    Fumbus displays spider venom and explores

    dex 6 blessing of elements: 1d10 ⇒ 3

    Stopping there in case kyra needed either or both of incitation or crossbow to deal with the swarm

    "

    Fumbus wrote:

    Hand: Incitation, Light Crossbow (Core), Elixir of Healing, Elixir of Love, Toxic Cloud, Acid Flask (Core),

    Displayed: Spider Venom,
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 0

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spider, Acid Arrow, The Inquisitor, Thieves' Tools, Benefaction, Snake, Archer's Kite Shield, Heavy Crossbow, Noxious Bomb (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
    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
    [X]On you check that involves Acid Fire or Poison add 1d6

    "


    Deck Handler

    Blessing of the Ancients in effect.

    Glass Pavilion Card 1 (Blessing of Nethys): 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.

    divine 5 revealing Blessing of Wadjet: 2d4 ⇒ (1, 4) = 5

    Discard Shining Wayfinder to examine the next 2 cards. Card 2 Shock Toad, Card 3 Warrior Dolls. Leave it as is and explore.

    Glass Pavilion Card 2: 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.

    BYA Shock Toad deals 1 +1 Electricity damage. Discard Sacred Candle and Blessing of Wadjet.

    combat 6 revealing Shuriken +1, aided by Shining Wayfinder: 1d8 + 1d4 + 1d6 + 4 ⇒ (2) + (2) + (3) + 4 = 11

    Discard Blessing of Nethys to examine the next 2 cards: Warrior Dolls and Staff of Minor Healing. Put the staff on top and explore.

    Glass Pavilion Card 4: 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.

    wisdom 7 recharging Blessing of Milani to double bless: 3d8 ⇒ (5, 5, 8) = 18

    Recharge that staff to recharge a random discarded card. Then recharge my Staff of Minor Healing (Core) to heal for 1. End turn.

    Sajan wrote:

    Hand: Shuriken +1, Blessing of Wadjet, Blessing of Nethys, Staff of Minor Healing, Blessing of Milani, Athlete,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    "Current Location: Glass Pavilion
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused

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

    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 3, Blessing of the Quartermaster 1, Blessing of Cayden Cailean, Ubashki, Blessing of the Quartermaster 2, Blessing of Kofusachi, Teamster, Blessing of Gorum, Mastiff
    Recharged:
    Discard Pile: Shining Wayfinder, Sacred Candle,
    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.

    Glass Pavilion cards 1 and 4 acquired. Card 2 banished. Card 3 Warrior Dolls on top.

    1 to 50 of 1,225 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / Season of Plundered Tombs with eddiephlash [ACG] [NostalgiaCon 2022] All Messageboards

    Want to post a reply? Sign in.