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

Game Master eddiephlash

Turn Order: Sajan -> Kyra -> Meligaster


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Grand Archive

deck handler

Fumbus discards the recently acquired armored kilt

even for a pre core armor that one is poor

"

Fumbus wrote:

Hand: Acid Arrow, Light Crossbow (Core), Game of Afterlife, Fiery Glare, Acid Flask (Core),

Displayed:
Deck: 10 Discard: 2 Buried: 1
Hero Points: 1
NOTES:
Movement: Blessing available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Spider, Heavy Crossbow, The Crows, Flask Thrower, The Inquisitor, Norgorber's Shadow, Spider Venom, Elixir of Love, Snake
Recharged: Elixir of Healing,
Discard Pile: Noxious Bomb (Core), Armored Kilt,
Buried Pile: Slick Leather,

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

"


Halfling Mesmerist Deck Handler

Off turn, heal 2: (Harrower, Sign of the Thrush). Deck shuffled.

Start turn. Hour is Elements. Hand off Sacred Candle to Kyra. Explore shuffled location: The Evil Eye. Reveal Balladeer on ctd.
Diplo 6+##=10: 1d12 + 4 + 1d4 + 1 ⇒ (12) + 4 + (1) + 1 = 18 Defeated!
Second Law: 1d6 ⇒ 6: Damn
Kyra and I both must banish a card or summon and encounter Voices of the Spire

Voices of the Spire:

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

I'll banish Fez

Discard Student to explore: Bonecrusher Hyenamaster. Gains Undead/immunity to mental trait. Hopefully Kyra can take one of these? For my check, add 2 on first check vs monster, reveal Balladeer for mesmerist d4+1, and recharge peacock to bless. Kyra turns undead.
Combat 12: 2 + 2d4 + 1d4 + 1 + 1d4 ⇒ 2 + (1, 3) + (1) + 1 + (4) = 12 Woohoo!

End turn. Reset hand, drawing 4.

Meligaster wrote:

Hand: Scarab Buckler, Silver Balladeer, Sign of the Thrush, Sleep, Blessing of the Ancients, Pahmet Clansman,

Displayed:
Deck: 5 Discard: 3 Buried: 1
Hero Points: 2
Shirt reroll available.
NOTES:
Available Support: Freely use any of my cards as needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Tablet of Languages Lost, Acadamae Student, Harrower, Fortune-teller
Recharged: The Peacock,
Discard Pile: The Rakshasa, Telempathic Projection, 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:
Mental
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.


.
.
.
.

Banish Prayer.

Bonecrusher Hyenamaster
Reveal Spear of the Watchful Guardian to use Melee + 1d6+1.
Combat 9: 1d8 + 1d6 + 1d4 + 3 ⇒ (3) + (4) + (2) + 3 = 12
Success

Grand Archive

deck handler

Fumbus heads for the sepulcher of the servant

he meets a carrion golem. Discards snake before he attacks it with his crossbow empowering it with acid thanks to discarding fiery glare

combat 14: 1d10 + 1 + 1d8 + 1d6 + 1d4 ⇒ (4) + 1 + (4) + (4) + (2) = 15

Defeated end turn and reset hand

"

Fumbus wrote:

Hand: Acid Arrow, Light Crossbow (Core), Game of Afterlife, Spider Venom, Elixir of Love, Acid Flask (Core),

Displayed:
Deck: 7 Discard: 4 Buried: 1
Hero Points: 1
NOTES:
Movement: Blessing available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Inquisitor, The Crows, Spider, Heavy Crossbow, Norgorber's Shadow, Flask Thrower
Recharged: Elixir of Healing,
Discard Pile: Noxious Bomb (Core), Armored Kilt, Snake, Fiery Glare,
Buried Pile: Slick Leather,

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

"


During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario:

  • When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.
  • All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.
  • When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.
  • When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.

    Additional Rules:

    Story Bane Details:

    Nebta-Khufre:

    Villain
    Type: Monster
    Traits: Human Necromancer
    To Defeat: Combat Divine 15 THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Gaunt Cadaver:

    Henchman
    Type: Monster
    Traits: Undead Ghoul
    To Defeat: Combat 13
    Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
    Bheg:

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

    Henchman
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    Scenario Level (#): 2

    Turn: 10, Sajan/Bigguyinblack

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

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

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

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

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

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

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

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

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

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

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

    Armors
    Spoiler:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

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

    Spoiler:
    Alchemist's Kit
    MM
    Item B
    Traits:
    Tool
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Spoiler:
    Black Marsh Spider Venom
    MM
    Item 2
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 8
    If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.

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

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

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

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

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

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

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

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

    Hour Power:

    Current Hour:

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

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 1 Kyra/Nickademus
    Blessing of Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 2 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 2 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 3 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 3 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 4 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Sajan/Bigguyinblack
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 5 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 6 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 6 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 7 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 7 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 8 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Sajan/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 9 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 9 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 10 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 10 Meligaster/eddiephlash
    Blessing of 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 11 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 11 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 12 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 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 13 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 13 Kyra/Nickademus
    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 14 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 14 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 15 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 15 Fumbus/JeffCook
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 16 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 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 17 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 17 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 18 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 18 Meligaster/eddiephlash
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 19 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 19 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 20 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Sajan/Bigguyinblack
    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.

    Location #1: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Bigguyinblack, None

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

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    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.
    Sepulcher of the Servant Card 3:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Sepulcher of the Servant Card 4:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Sepulcher of the Servant Card 7:
    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.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    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.

    Location #3: The Shiny Bauble
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    The Shiny Bauble Card 1:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    The Shiny Bauble Card 2:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    The Shiny Bauble Card 3:
    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.
    The Shiny Bauble Card 4:
    Game of Afterlife
    MM
    Loot B
    Type: Item
    Traits:
    Object
    Gambling
    To Acquire:
    None
    Bury this card to banish a displayed card that has the Curse trait.
    When you would fail a check, bury this card to reroll 1 die; take the new result.
    After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
    The Shiny Bauble Card 5:
    Javelin of Lightning
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
    The Shiny Bauble 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.
    The Shiny Bauble Card 7:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    The Shiny Bauble Card 8:
    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.
    The Shiny Bauble Card 9:
    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.
    The Shiny Bauble Card 10:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Location #4: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Whip
    MM
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    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.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Mystic Silk Coat
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 7:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    Crypt Card 8:
    Nebta-Khufre
    MM
    Villain 2
    Type: Monster
    Traits:
    Human
    Necromancer
    To Defeat:
    Combat
    Divine 15
    THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Crypt Card 9:
    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.
    Crypt Card 10:
    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 #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: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Kyra/Nickademus, Meligaster/eddiephlash,
    Peasant Tombs 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.
    Peasant Tombs Card 2:
    Compass
    MM
    Item B
    Traits:
    Object
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to move, then you may examine the top card of your location deck. You may not use this power during an encounter.
    Discard this card to explore your location.
    Peasant Tombs Card 3:
    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.
    Peasant Tombs Card 4:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Peasant Tombs Card 5:
    Druid of the Hive
    MM
    Ally B
    Traits:
    Thriae
    Druid
    Veteran
    Poison
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to ignore a bane's immunity to the Acid and Poison traits.
    Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

    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: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Catacombs Card 1:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Catacombs Card 2:
    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.
    Catacombs Card 3:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Catacombs Card 4:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Catacombs Card 5:
    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.
    Catacombs Card 6:
    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 7:
    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 8:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.


  • Deck Handler

    Blessing of Maat in effect.

    Move to Peasant Tombs.

    Peasant Tombs 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 Abadar 2 to explore.

    Peasant Tombs Card 2: Compass:

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

    wisdom 4 revealing Blessing of Wadjet: 1d8 + 1d4 ⇒ (8) + (4) = 12

    Discard Compass to explore.

    Peasant Tombs Card 3: 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.

    Discard Blessing of Milani to explore.

    Peasant Tombs Card 4: Crawling Hands:

    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    combat 13 recharging Mumia to use melee +1d6, aided by Kyra, recharge Blessing of Gorum to bless twice: 3d8 + 1d6 + 1d4 + 4 ⇒ (4, 5, 6) + (3) + (2) + 4 = 24

    Bury Blessing of Wadjet to close.

    Sajan wrote:

    Hand: Shuriken +1, Shining Wayfinder, Mahga Threefingers, Staff of Minor Healing (Core), Athlete, Staff of Minor Healing,

    Displayed:
    Deck: 6 Discard: 7 Buried: 2
    "Current Location: Peasant Tombs
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused
    Movement: Move me to NA if my location closes.
    Other: Hi I'm Sajan! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of Kofusachi, Blessing of Cayden Cailean, Blessing of Maat, Blessing of Erastil, Mumia, Blessing of Gorum,
    Discard Pile: Blessing of the Quartermaster 1, Teamster, Blessing of Abadar, Mastiff, Blessing of Abadar 2, Compass, Blessing of Milani,
    Buried Pile: Sacred Candle, Blessing of Wadjet,
    "
    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.

    Peasant Tombs card 2 acquired. Location closed.


    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario:

  • When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.
  • All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.
  • When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.
  • When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.

    Additional Rules:

    Story Bane Details:

    Nebta-Khufre:

    Villain
    Type: Monster
    Traits: Human Necromancer
    To Defeat: Combat Divine 15 THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Gaunt Cadaver:

    Henchman
    Type: Monster
    Traits: Undead Ghoul
    To Defeat: Combat 13
    Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
    Bheg:

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

    Henchman
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    Scenario Level (#): 2

    Turn: 11, Kyra/Nickademus

    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:
    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:
    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.

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

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

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    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:
    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:
    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.

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

    Spoiler:
    Crocodile Skin 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:
    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 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:
    Mistmail
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    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:
    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:
    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:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 1 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 2 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 2 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Sajan/Bigguyinblack
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 4 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 5 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 5 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 6 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 6 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 7 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Sajan/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 8 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 8 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 9 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 9 Meligaster/eddiephlash
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 10 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 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 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 13 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 14 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 14 Fumbus/JeffCook
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 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 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 17 Meligaster/eddiephlash
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 18 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 18 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 19 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Sajan/Bigguyinblack
    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.

    Location #1: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    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.
    Sepulcher of the Servant Card 3:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Sepulcher of the Servant Card 4:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Sepulcher of the Servant Card 7:
    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.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    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.

    Location #3: The Shiny Bauble
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    The Shiny Bauble Card 1:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    The Shiny Bauble Card 2:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    The Shiny Bauble Card 3:
    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.
    The Shiny Bauble Card 4:
    Game of Afterlife
    MM
    Loot B
    Type: Item
    Traits:
    Object
    Gambling
    To Acquire:
    None
    Bury this card to banish a displayed card that has the Curse trait.
    When you would fail a check, bury this card to reroll 1 die; take the new result.
    After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
    The Shiny Bauble Card 5:
    Javelin of Lightning
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
    The Shiny Bauble 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.
    The Shiny Bauble Card 7:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    The Shiny Bauble Card 8:
    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.
    The Shiny Bauble Card 9:
    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.
    The Shiny Bauble Card 10:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Location #4: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Whip
    MM
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    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.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Mystic Silk Coat
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 7:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    Crypt Card 8:
    Nebta-Khufre
    MM
    Villain 2
    Type: Monster
    Traits:
    Human
    Necromancer
    To Defeat:
    Combat
    Divine 15
    THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Crypt Card 9:
    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.
    Crypt Card 10:
    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 #5: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash,

    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: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Catacombs Card 1:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Catacombs Card 2:
    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.
    Catacombs Card 3:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Catacombs Card 4:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Catacombs Card 5:
    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.
    Catacombs Card 6:
    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 7:
    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 8:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.


  • .
    .
    .
    .

    -- Kyra's Turn --
    Location: Peasant Tombs - closed

    On-Turn Actions
    Move Step: Moving to Sepulcher of the Servant.
    Location: Sepulcher of the Servant - Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.

    Banish Harrow Deck to examine Sepulcher of the Servant (Alchemical Gas, Shock Elemental, Crawling Hands).
    Replace in the following order: Shock Elemental, Crawling Hands, Alchemical Gas.

    Free Exploration: Shock Elemental
    Reveal Spear of the Watchful Guardian to use Melee + 1d6+1.
    Combat 11: 1d8 + 1d6 + 1d4 + 3 ⇒ (4) + (1) + (2) + 3 = 10
    Discard Spear of the Watchful Guardian to reroll.
    Combat 11: 1d8 + 1d6 + 1d4 + 3 ⇒ (7) + (3) + (3) + 3 = 16
    Success
    Shock Elemental is banished.

    Recharge Staff of Minor Healing to heal a card.
    Divine Insight is healed.

    Ending Turn
    End of Turn: Recharge Deflect to heal a card.
    Spear of Watchful Guardian is healed.
    Recovery:
    Harrow Deck
    Perception 12: 1d10 + 4 ⇒ (9) + 4 = 13
    Success
    Reset: Drawing five cards (Remove Curse, Prayer, Deflect, Staff of Minor Healing, Longspear).

    Kyra wrote:

    Hand: Remove Curse, Prayer 2, Deflect, Staff of Minor Healing, Longspear (Core),

    Displayed: Magic Chain Mail (Core),
    Deck: 7 Discard: 2 Buried: 0
    Hero Points: 1
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spear of the Watchful Guardian, Korvosan Guard, Divine Insight, Desna's Freedom, Benefaction, Cure (Core)
    Recharged: Harrow Deck,
    Discard Pile: Soothing Word, Iomedae's Justice,
    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.


    Botting a roll from Sajan's monster
    Undead check: 1d8 ⇒ 2: As this was not greater than the number of cards remaining, no attempt to close was possible. Will reflect this in my next update.


    Halfling Mesmerist Deck Handler

    Start turn. Hour is Thoth. Stay at Peasant Tombs. Explore the last card: Druid of the Hive. Add 2 for first ally. Recharge Sign.
    Diplo 7: 2 + 2d12 + 4 ⇒ 2 + (10, 2) + 4 = 18 Acquired!

    Empty location, attempt to close, bury Blessing of the Ancients.

    End turn. Reset hand, drawing 1.

    Meligaster wrote:

    Hand: Sleep, Scarab Buckler, Silver Balladeer, Pahmet Clansman, Druid of the Hive, Harrower,

    Displayed:
    Deck: 5 Discard: 3 Buried: 2
    Hero Points: 2
    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, Fortune-teller, Tablet of Languages Lost
    Recharged: The Peacock, Sign of the Thrush,
    Discard Pile: The Rakshasa, Telempathic Projection, Harrowed Society Student,
    Buried Pile: Charm Person, Blessing of the Ancients,

    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:
    Mental
    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 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario:

  • When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.
  • All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.
  • When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.
  • When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.

    Additional Rules:

    Story Bane Details:

    Nebta-Khufre:

    Villain
    Type: Monster
    Traits: Human Necromancer
    To Defeat: Combat Divine 15 THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Gaunt Cadaver:

    Henchman
    Type: Monster
    Traits: Undead Ghoul
    To Defeat: Combat 13
    Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
    Bheg:

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

    Henchman
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    Scenario Level (#): 2

    Turn: 13, Fumbus/JeffCook

    Random Cards:

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

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

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

    Barriers
    Spoiler:
    Hepsushep
    MM
    Barrier 2
    Traits:
    Obstacle
    Lamia
    Elite
    To Defeat:
    Stealth
    Charisma
    Diplomacy 8
    OR Combat 15
    If undefeated, put this card on top of your location deck.
    If defeated, you may examine the top 3 cards of your location deck and put them back in any order.

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

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

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

    Spoiler:
    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.

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

    Spoiler:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

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

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    Blessing of 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.

    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: 17

    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 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 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 Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 6 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 Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 8 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 8 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Sajan/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing 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 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 11 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 11 Meligaster/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 12 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 Fumbus/JeffCook
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 13 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 Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 16 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 16 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 17 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Sajan/Bigguyinblack
    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.

    Location #1: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Kyra/Nickademus, Fumbus/JeffCook, Crawling Hands, Alchemical Gas (both reloaded)

    Sepulcher of the Servant Card 1 (Crawling Hands):
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Sepulcher of the Servant Card 2 (Alchemical Gas):
    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.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    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.
    Sepulcher of the Servant Card 5:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Sepulcher of the Servant Card 6:
    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.
    Sepulcher of the Servant Card 7:
    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.
    Sepulcher of the Servant Card 8:
    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.

    Location #3: The Shiny Bauble
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    The Shiny Bauble Card 1:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    The Shiny Bauble Card 2:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    The Shiny Bauble Card 3:
    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.
    The Shiny Bauble Card 4:
    Game of Afterlife
    MM
    Loot B
    Type: Item
    Traits:
    Object
    Gambling
    To Acquire:
    None
    Bury this card to banish a displayed card that has the Curse trait.
    When you would fail a check, bury this card to reroll 1 die; take the new result.
    After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
    The Shiny Bauble Card 5:
    Javelin of Lightning
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
    The Shiny Bauble 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.
    The Shiny Bauble Card 7:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    The Shiny Bauble Card 8:
    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.
    The Shiny Bauble Card 9:
    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.
    The Shiny Bauble Card 10:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Location #4: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Whip
    MM
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    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.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Mystic Silk Coat
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 7:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    Crypt Card 8:
    Nebta-Khufre
    MM
    Villain 2
    Type: Monster
    Traits:
    Human
    Necromancer
    To Defeat:
    Combat
    Divine 15
    THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Crypt Card 9:
    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.
    Crypt Card 10:
    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 #5: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Bigguyinblack, Meligaster/eddiephlash,
    Peasant Tombs Card 1:
    Druid of the Hive
    MM
    Ally B
    Traits:
    Thriae
    Druid
    Veteran
    Poison
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to ignore a bane's immunity to the Acid and Poison traits.
    Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

    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: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Catacombs Card 1:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Catacombs Card 2:
    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.
    Catacombs Card 3:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Catacombs Card 4:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Catacombs Card 5:
    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.
    Catacombs Card 6:
    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 7:
    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 8:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

  • Grand Archive

    deck handler

    Start of turn hands elixir of love to kyra

    Explores the shiny bauble and finds some crawling hands

    Acid flask with some help from kyra

    craft 13: 1d8 + 4 + 3d6 + 1d4 ⇒ (5) + 4 + (5, 1, 6) + (3) = 24

    close 8: 1d8 ⇒ 7

    Nope has to be greater not equal

    Display spider venom (more to cycle hand than get to use this scenario)

    No further explores possible
    craft 6: 1d8 + 4 ⇒ (6) + 4 = 10

    acid flask recharged

    "

    Fumbus wrote:

    Hand: Acid Arrow, Light Crossbow (Core), Game of Afterlife, Spider, The Inquisitor, Norgorber's Shadow,

    Displayed: Spider Venom,
    Deck: 5 Discard: 4 Buried: 1
    Hero Points: 1
    NOTES:
    Movement: Blessing available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flask Thrower, The Crows, Heavy Crossbow
    Recharged: Elixir of Healing, Acid Flask (Core),
    Discard Pile: Noxious Bomb (Core), Armored Kilt, Snake, Fiery Glare,
    Buried Pile: Slick Leather,

    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 Ra in effect.

    Recharge Staff of Minor Healing to recharge a random discarded card. Recharge Staff of Minor Healing (Core) to heal a random discarded card.

    Move to The Shiny Bauble.

    The Shiny Bauble Card 2: Deathgrip:

    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Kyra discards Prayer to bless.

    wisdom 8 blessed by Prayer: 2d8 ⇒ (1, 2) = 3
    folio reroll on the 1: 1d8 ⇒ 5

    Recharge Mahga Threefingers to add 3.. Discard Shining Wayfinder to examine the top card of my location. Augury
    . Explore.

    The Shiny Bauble Card 3: 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.

    wisdom 6: 1d8 ⇒ 4

    Discard Athlete to explore. I think we are using the Game of Afterlife loot so replacing it with random item #1.

    The Shiny Bauble Card 4: Random item #1 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.

    intelligence 6: 1d6 ⇒ 3

    Sajan wrote:

    Hand: Shuriken +1, Deathgrip, Blessing of Milani, Compass, Blessing of Gorum, Blessing of Cayden Cailean,

    Displayed:
    Deck: 7 Discard: 7 Buried: 2
    "Current Location: The Shiny Bauble
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

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

    Blessing of Cayden Cailean: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Movement: Move me to NA 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 Kofusachi, Staff of Minor Healing, Blessing of Maat, Blessing of Erastil, Mumia, Staff of Minor Healing (Core)
    Recharged: Mahga Threefingers,
    Discard Pile: Blessing of the Quartermaster 1, Teamster, Blessing of Abadar, Mastiff, Blessing of Abadar 2, Shining Wayfinder, Athlete,
    Buried Pile: Sacred Candle, Blessing of Wadjet,
    "
    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.

    The Shiny Bauble card 2 acquired. Cards 3 and 4 banished.

    Random item #1 banished.

    Kyra discards Prayer.


    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario:

  • When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.
  • All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.
  • When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.
  • When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.

    Additional Rules:

    Story Bane Details:

    Nebta-Khufre:

    Villain
    Type: Monster
    Traits: Human Necromancer
    To Defeat: Combat Divine 15 THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Gaunt Cadaver:

    Henchman
    Type: Monster
    Traits: Undead Ghoul
    To Defeat: Combat 13
    Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
    Bheg:

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

    Henchman
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    Scenario Level (#): 2

    Turn: 15, Kyra/Nickademus

    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:
    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.

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

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

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

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

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

    Spoiler:
    Cat's Claws
    MM
    Weapon C
    Traits:
    Accessory
    Melee
    Piercing
    Elite
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.

    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:
    Flaming Heavy Pick +1
    MM
    Weapon B
    Traits:
    Pick
    Melee
    Piercing
    Magic
    Elite
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

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

    Spoiler:
    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:
    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:
    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 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:
    Mistmail
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

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

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

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

    Spoiler:
    Glyphbane Gloves
    MM
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine 7
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

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

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

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

    Spoiler:
    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:
    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.

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

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

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

    Current Hour:

    Blessing of Horus:
    Blessing of Horus
    MM
    Blessing 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: 15

    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 Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Sajan/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 4 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 4 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 5 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 5 Meligaster/eddiephlash
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 6 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 7 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 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 8 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 8 Kyra/Nickademus
    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 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 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 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 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 13 Meligaster/eddiephlash
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 14 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 14 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 15 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Sajan/Bigguyinblack
    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.

    Location #1: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
    Located/Displayed Here: Kyra/Nickademus, Fumbus/JeffCook, Crawling Hands, Alchemical Gas (both reloaded)

    Sepulcher of the Servant Card 1 (Alchemical Gas):
    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.
    Sepulcher of the Servant Card 2:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    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.
    Sepulcher of the Servant Card 7:
    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.

    Location #3: The Shiny Bauble
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Bigguyinblack, None
    The Shiny Bauble Card 1:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    The Shiny Bauble Card 2:
    Javelin of Lightning
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
    The Shiny Bauble Card 3:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    The Shiny Bauble Card 4:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    The Shiny Bauble Card 5:
    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.
    The Shiny Bauble 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.
    The Shiny Bauble Card 7:
    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.

    Location #4: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Crypt Card 1:
    Whip
    MM
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic
    To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    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.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Mystic Silk Coat
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 7:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    Crypt Card 8:
    Nebta-Khufre
    MM
    Villain 2
    Type: Monster
    Traits:
    Human
    Necromancer
    To Defeat:
    Combat
    Divine 15
    THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Crypt Card 9:
    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.
    Crypt Card 10:
    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 #5: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Meligaster/eddiephlash,
    Peasant Tombs Card 1:
    Druid of the Hive
    MM
    Ally B
    Traits:
    Thriae
    Druid
    Veteran
    Poison
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to ignore a bane's immunity to the Acid and Poison traits.
    Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

    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: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Catacombs Card 1:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Catacombs Card 2:
    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.
    Catacombs Card 3:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Catacombs Card 4:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Catacombs Card 5:
    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.
    Catacombs Card 6:
    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 7:
    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 8:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.


  • .
    .
    .
    .

    -- Kyra's Turn --
    Location: Sepulcher of the Servant - Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.

    On-Turn Actions
    Recharge Staff of Minor Healing to heal Fumbus a card.

    Move Step: Moving to Crypt.
    Location: Crypt - Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.

    Free Exploration: Whip
    Melee 7: 1d8 + 2 ⇒ (4) + 2 = 6
    Failure
    Whip is banished.

    Ending Turn
    End of Turn: Recharge Remove Curse to heal a card.
    Prayer is healed.
    Reset: Drawing two cards (Harrow Deck, Desna's Freedom).

    Kyra wrote:

    Hand: Deflect, Longspear (Core), Elixir of Love, Harrow Deck, Desna's Freedom,

    Displayed: Magic Chain Mail (Core),
    Deck: 8 Discard: 2 Buried: 0
    Hero Points: 1
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Korvosan Guard, Divine Insight, Benefaction, Staff of Minor Healing, Spear of the Watchful Guardian, Cure (Core), Prayer 2, Remove Curse
    Recharged:
    Discard Pile: Soothing Word, Iomedae's Justice,
    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

    Start turn. Hour is Ancients. Move to Crypt to hang with Kyra. Explore: Corridor Dart Trap. Reveal Balladeer on ctd.
    Percep 6+#=8: 1d8 + 2 + 1d4 + 1 ⇒ (5) + 2 + (3) + 1 = 11 Success!

    Recharge Pahmet Clansman to explore: Emperor Cobra. +2 for first monster of the turn. Kyra adds d4. Reveal Balladeer on ctd
    Stealth 6: 2 + 1d4 + 1d4 + 1d4 + 1 ⇒ 2 + (3) + (2) + (1) + 1 = 9 defeated!

    Discard Harrower to examine next card: Acid Flask. Encounter it. Reveal Balladeer on cta.
    Int 5: 1d8 ⇒ 2 Failed.

    Bury buckler to heal
    Buckler heal: 1d4 + 1 ⇒ (4) + 1 = 5 Back to full!

    End turn. Reset hand, drawing 2.

    Meligaster wrote:

    Hand: Sleep, Scarab Buckler, Silver Balladeer, Druid of the Hive, Harrower, Tablet of Languages Lost,

    Displayed:
    Deck: 8 Discard: 0 Buried: 2
    Hero Points: 2
    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, Sign of the Thrush, The Rakshasa, Fortune-teller, Pahmet Clansman, The Peacock, Harrowed Society Student, Telempathic Projection
    Recharged:
    Discard Pile:
    Buried Pile: Charm Person, Blessing of the Ancients,

    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:
    Mental
    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 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario:

  • When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.
  • All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.
  • When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.
  • When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.

    Additional Rules:

    Story Bane Details:

    Nebta-Khufre:

    Villain
    Type: Monster
    Traits: Human Necromancer
    To Defeat: Combat Divine 15 THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Gaunt Cadaver:

    Henchman
    Type: Monster
    Traits: Undead Ghoul
    To Defeat: Combat 13
    Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
    Bheg:

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

    Henchman
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    Scenario Level (#): 2

    Turn: 17, Fumbus/JeffCook

    Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Blessing of the Elements
    MM
    Blessing 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: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Sajan/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 2 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 Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Sajan/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing 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 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 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 Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 9 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 Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 12 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 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 13 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Sajan/Bigguyinblack
    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.

    Location #1: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Sepulcher of the Servant Card 1 (Alchemical Gas):
    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.
    Sepulcher of the Servant Card 2:
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    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.
    Sepulcher of the Servant Card 7:
    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.

    Location #3: The Shiny Bauble
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Bigguyinblack, None
    The Shiny Bauble Card 1:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    The Shiny Bauble Card 2:
    Javelin of Lightning
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.
    The Shiny Bauble Card 3:
    The Evil Eye
    MM
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    The Shiny Bauble Card 4:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    The Shiny Bauble Card 5:
    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.
    The Shiny Bauble 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.
    The Shiny Bauble Card 7:
    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.

    Location #4: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Kyra/Nickademus, Meligaster/eddiephlash, None
    Crypt Card 1:
    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.
    Crypt Card 2:
    Mystic Silk Coat
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 3:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    Crypt Card 4:
    Nebta-Khufre
    MM
    Villain 2
    Type: Monster
    Traits:
    Human
    Necromancer
    To Defeat:
    Combat
    Divine 15
    THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Crypt Card 5:
    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.
    Crypt Card 6:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Location #5: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here:
    Peasant Tombs Card 1:
    Druid of the Hive
    MM
    Ally B
    Traits:
    Thriae
    Druid
    Veteran
    Poison
    To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to ignore a bane's immunity to the Acid and Poison traits.
    Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

    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: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None
    Catacombs Card 1:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Catacombs Card 2:
    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.
    Catacombs Card 3:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Catacombs Card 4:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Catacombs Card 5:
    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.
    Catacombs Card 6:
    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 7:
    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 8:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

  • Grand Archive

    deck handler

    Previously Kyra heals Fumbus armoured kilt

    On his turn Fumbus explores the sepulcher of the servant

    alchemical gas with traces of acid

    craft 7: 1d8 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8

    Discard spider to encounter blessing of bastet

    craft 8: 1d8 + 4 ⇒ (3) + 4 = 7

    Discard norgorbers shadow to examine then choose to encounter remove curse

    arcane 8: 1d8 + 2 ⇒ (6) + 2 = 8

    End turn and reset hand

    "

    Fumbus wrote:

    Hand: Acid Arrow, Light Crossbow (Core), Game of Afterlife, Armored Kilt, The Inquisitor, Remove Curse,

    Displayed: Spider Venom,
    Deck: 5 Discard: 5 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: Can banish remove curse to remove a scourge also game of afterlife has scourge removal capability
    Movement: Blessing available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Heavy Crossbow, Acid Flask (Core), Flask Thrower, The Crows, Elixir of Healing
    Recharged:
    Discard Pile: Noxious Bomb (Core), Spider, Snake, Fiery Glare, Norgorber's Shadow,
    Buried Pile: Slick Leather,

    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 Maat in effect.

    Location effect examine the top card of the blessing deck: Blessing of the Ancients. Encounter it.

    Blessing of the Ancients:

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

    divine 3: 1d4 ⇒ 2

    The Shiny Bauble Card 1: Fireball Trap:

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

    acrobatics 8 recharging Blessing of Milani to double bless: 3d8 + 4 ⇒ (3, 4, 5) + 4 = 16

    Discard Compass to explore.

    The Shiny Bauble Card 2: Javelin of Lightning:

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

    dexterity 10 recharging Blessing of Gorum to bless: 2d8 + 2 ⇒ (4, 5) + 2 = 11

    Discard Blessing of Cayden Cailean to explore.

    The Shiny Bauble Card 3: The Evil Eye:

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

    scourge: 1d6 ⇒ 2

    Curse of Poisoning. Fumbus casts Remove Curse banishing it.

    Sajan wrote:

    Hand: Shuriken +1, Deathgrip, Javelin of Lightning, Blessing of Maat, Staff of Minor Healing, Mumia,

    Displayed:
    Deck: 6 Discard: 9 Buried: 2
    "Current Location: The Shiny Bauble
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

    Blessing of Maat: After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result. On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    Movement: Move me to NA 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 Kofusachi, Blessing of Erastil
    Recharged: Mahga Threefingers, Blessing of Milani, Blessing of Gorum,
    Discard Pile: Blessing of the Quartermaster 1, Teamster, Blessing of Abadar, Mastiff, Blessing of Abadar 2, Shining Wayfinder, Athlete, Compass, Blessing of Cayden Cailean,
    Buried Pile: Sacred Candle, Blessing of Wadjet,
    "
    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.

    The Shiny Bauble cards 1 and 3 are banished. Card 2 acquired.

    Kyra's hour is banished.

    Fumbus casts Remove Curse.


    Halfling Mesmerist Deck Handler

    Retconning my turn, the Cobra actually won the fight due to the increase from the location. I'd recharge my buckler to reduce damage to 0, and then not have it available to heal. Updating my hand:

    Meligaster wrote:

    Hand: Sleep, Tablet of Languages Lost, Silver Balladeer, Druid of the Hive, Fortune-teller, Acadamae Student,

    Displayed:
    Deck: 4 Discard: 4 Buried: 2
    Hero Points: 2
    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: The Peacock, Sign of the Thrush, Pahmet Clansman, Scarab Buckler,
    Discard Pile: The Rakshasa, Telempathic Projection, Harrowed Society Student, Harrower,
    Buried Pile: Charm Person, Blessing of the Ancients,

    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:
    Mental
    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 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario:

  • When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.
  • All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.
  • When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.
  • When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.

    Additional Rules:

    Story Bane Details:

    Nebta-Khufre:

    Villain
    Type: Monster
    Traits: Human Necromancer
    To Defeat: Combat Divine 15 THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Gaunt Cadaver:

    Henchman
    Type: Monster
    Traits: Undead Ghoul
    To Defeat: Combat 13
    Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
    Bheg:

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

    Henchman
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    Scenario Level (#): 2

    Turn: 19, 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:
    Death Hound
    MM
    Monster B
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
    After you act, succeed at a Constitution or Fortitude 8 check or discard a card.

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

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

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

    Spoiler:
    Trapped Locker
    MM
    Barrier 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.

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

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

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

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

    Spoiler:
    Disable Mechanism
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to any Disable check.
    Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 10

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 1 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 2 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 2 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 3 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Sajan/Bigguyinblack
    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 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 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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 6 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 7 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 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 8 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 8 Kyra/Nickademus
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 9 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 9 Meligaster/eddiephlash
    Blessing of Wadjet
    MM
    Blessing B
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 10 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 10 Fumbus/JeffCook
    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.

    Location #1: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Sepulcher of the Servant Card 1:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Sepulcher of the Servant Card 2:
    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.
    Sepulcher of the Servant Card 3:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Sepulcher of the Servant Card 4:
    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.

    Location #3: The Shiny Bauble
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Bigguyinblack, None
    The Shiny Bauble Card 1:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    The Shiny Bauble Card 2:
    Smoked Glass Goggles
    MM
    Item B
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    The Shiny Bauble Card 3:
    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.
    The Shiny Bauble Card 4:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Location #4: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Kyra/Nickademus, Meligaster/eddiephlash, None
    Crypt Card 1:
    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.
    Crypt 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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Nebta-Khufre
    MM
    Villain 2
    Type: Monster
    Traits:
    Human
    Necromancer
    To Defeat:
    Combat
    Divine 15
    THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Crypt Card 5:
    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.
    Crypt Card 6:
    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.
    Crypt Card 7:
    Mystic Silk Coat
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Location #5: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Catacombs Card 1:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Catacombs Card 2:
    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.
    Catacombs Card 3:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Catacombs Card 4:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Catacombs Card 5:
    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.
    Catacombs Card 6:
    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 7:
    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 8:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.


  • .
    .
    .
    .

    -- Kyra's Turn --
    Location: Crypt - Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.

    On-Turn Actions
    Banish Harrow Deck to examine Crypt (Trapped Locker, Mystic Silk Coat, Sand Creeper).
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    Automatic Failure
    When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it.
    Banish Elixir of Love to add 1d10.
    Diplomacy 7: 1d10 + 1d8 + 1 ⇒ (3) + (7) + 1 = 11
    Success
    Display Sand Creeper at Crypt.

    Free Exploration: Trapped Locker
    Recharge Desna's Freedom to bless.
    Melee 11: 2d8 + 3 ⇒ (6, 6) + 3 = 15
    Success
    Trapped Locker is banished.
    Draw Armor of the Sands.

    Ending Turn
    End of Turn: Recharge Deflect to heal a card.
    Soothing Word is healed.
    Recovery:
    Harrow Deck
    Perception 12: 1d10 + 4 ⇒ (6) + 4 = 10
    Failure
    Reset: Drawing three cards (Cure, Desna's Freedom, Prayer).

    On Meligaster's Turn:
    After Meligaster's turn starts Cure Meligaster for 1d4 + 1 ⇒ (4) + 1 = 5 cards.

    Random Cards Used: Armor 1 (Armor of the Sands acquired)

    Kyra wrote:

    Hand: Longspear (Core), Armor of the Sands, Desna's Freedom, Prayer 2,

    Displayed: Magic Chain Mail (Core),
    Deck: 8 Discard: 1 Buried: 1
    Hero Points: 1
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Korvosan Guard, Deflect, Spear of the Watchful Guardian, Soothing Word, Divine Insight, Staff of Minor Healing, Remove Curse, Benefaction
    Recharged:
    Discard Pile: Iomedae's Justice,
    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.

    Grand Archive

    deck handler

    Fumbus banishes remove curse

    "

    Fumbus wrote:

    Hand: Acid Arrow, Light Crossbow (Core), Game of Afterlife, Armored Kilt, The Inquisitor,

    Displayed: Spider Venom,
    Deck: 5 Discard: 5 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: game of afterlife has scourge removal capability
    Movement: Blessing available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Flask (Core), Heavy Crossbow, The Crows, Flask Thrower, Elixir of Healing
    Recharged:
    Discard Pile: Noxious Bomb (Core), Spider, Snake, Fiery Glare, Norgorber's Shadow,
    Buried Pile: Slick Leather,

    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

    "


    Halfling Mesmerist Deck Handler

    Off turn, healed to full, thanks!

    Start turn. Hour is Elements. Give Sleep to Kyra. Don't move. Recharge Fortune Teller, naming Boon, examine Mystic Silk Coat. Reveal Balladeer on cta.
    Con 8: 1d6 + 1d4 + 1 ⇒ (2) + (2) + 1 = 5 banished, recharge balladeer.

    Free explore: Blessing of the Elements. Reveal Druid on cta.
    Cha 6: 1d12 + 2 + 1d4 + 1 ⇒ (8) + 2 + (4) + 1 = 15 acquired!

    Discard Druid to explore: Vented Plate Mail. Reveal Student.
    Con 9: 1d6 + 1d4 + 1 ⇒ (4) + (3) + 1 = 8 Banished. Student recharged.

    Out of allies, so end turn. Reset hand, drawing 4.

    Meligaster wrote:

    Hand: Tablet of Languages Lost, Blessing of the Elements, Telempathic Projection, The Peacock, Pahmet Clansman, Scarab Buckler,

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Rakshasa, Sign of the Thrush, Harrower, Harrowed Society Student
    Recharged: Fortune-teller, Silver Balladeer, Acadamae Student,
    Discard Pile: Druid of the Hive,
    Buried Pile: Charm Person, Blessing of the Ancients,

    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:
    Mental
    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 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario:

  • When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.
  • All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.
  • When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.
  • When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.

    Additional Rules:

    Story Bane Details:

    Nebta-Khufre:

    Villain
    Type: Monster
    Traits: Human Necromancer
    To Defeat: Combat Divine 15 THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Gaunt Cadaver:

    Henchman
    Type: Monster
    Traits: Undead Ghoul
    To Defeat: Combat 13
    Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
    Bheg:

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

    Henchman
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    Scenario Level (#): 2

    Turn: 21, Fumbus/JeffCook

    Random Cards:

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

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

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

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

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

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

    Spoiler:
    Torch
    MM
    Weapon 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.

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

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

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

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

    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 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:
    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:
    Alchemist's Shield
    MM
    Armor 2
    Traits:
    Shield
    Offhand
    Alchemical
    To Acquire:
    Constitution
    Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 8

    Hourglass

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

    Location #1: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Sepulcher of the Servant Card 1:
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Sepulcher of the Servant Card 2:
    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.
    Sepulcher of the Servant Card 3:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Sepulcher of the Servant Card 4:
    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.

    Location #3: The Shiny Bauble
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Bigguyinblack, None
    The Shiny Bauble Card 1:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    The Shiny Bauble Card 2:
    Smoked Glass Goggles
    MM
    Item B
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    The Shiny Bauble Card 3:
    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.
    The Shiny Bauble Card 4:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Location #4: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kyra/Nickademus, Meligaster/eddiephlash, 1 monster displayed. Mystic Silk Coat (reloaded)
    Crypt Card 1:
    Nebta-Khufre
    MM
    Villain 2
    Type: Monster
    Traits:
    Human
    Necromancer
    To Defeat:
    Combat
    Divine 15
    THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Crypt Card 2:
    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.

    Location #5: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Catacombs Card 1:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Catacombs Card 2:
    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.
    Catacombs Card 3:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Catacombs Card 4:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Catacombs Card 5:
    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.
    Catacombs Card 6:
    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 7:
    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 8:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

  • Grand Archive

    deck handler

    Fumbus remains at the sepulcher and explores and finds a blessing of maat

    Banished

    Discard inquisitor and find some armour

    craft 8: 1d8 + 4 ⇒ (3) + 4 = 7

    Bone lamellar left

    Ends turn drawing Elixir of healing

    Banish that on sajans turn

    heals: 1d4 + 1 ⇒ (2) + 1 = 3

    craft recharge: 1d8 + 4 ⇒ (3) + 4 = 7

    "

    Fumbus wrote:

    Hand: Acid Arrow, Light Crossbow (Core), Game of Afterlife, Armored Kilt, Acid Flask (Core),

    Displayed: Spider Venom,
    Deck: 7 Discard: 3 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: game of afterlife has scourge removal capability light crossbow cann add 1d8 to distant combat
    Movement: Blessing unavailable

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flask Thrower, The Crows, The Inquisitor, Heavy Crossbow, Snake, Spider
    Recharged: Elixir of Healing,
    Discard Pile: Noxious Bomb (Core), Fiery Glare, Norgorber's Shadow,
    Buried Pile: Slick Leather,

    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 Khepri in effect.

    Move to Sepulcher of the Servant.

    Sepulcher of the Servant Card 3: Bonecrusher Hyenamaster:

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

    combat 9 revealing Shuriken +1: 1d8 + 1d4 + 5 ⇒ (6) + (3) + 5 = 14

    combat 9 revealing Shuriken +1: 1d8 + 1d4 + 5 ⇒ (3) + (2) + 5 = 10

    scenario effect: 1d8 ⇒ 8

    No extra explores in hand and we re low on turns so bury Deathgrip to close. Recharge Staff of Minor Healing to heal or 1.

    Sajan wrote:

    Hand: Shuriken +1, Blessing of Cayden Cailean, Javelin of Lightning, Blessing of Maat, Blessing of Erastil, Mumia,

    Displayed:
    Deck: 6 Discard: 8 Buried: 3
    "Current Location: Sepulcher of the Servant
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

    Blessing of Erastil: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity 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 Maat: After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result. On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    Movement: Move me to NA 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 Gorum, Staff of Minor Healing (Core), Blessing of Milani, Staff of Minor Healing, Mahga Threefingers, Blessing of Kofusachi
    Recharged:
    Discard Pile: Blessing of the Quartermaster 1, Teamster, Blessing of Abadar, Mastiff, Blessing of Abadar 2, Shining Wayfinder, Athlete, Compass,
    Buried Pile: Sacred Candle, Blessing of Wadjet, Deathgrip,
    "
    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.

    Sepulcher of the Servant is closed.


    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario:

  • When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.
  • All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.
  • When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.
  • When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.

    Additional Rules:

    Story Bane Details:

    Nebta-Khufre:

    Villain
    Type: Monster
    Traits: Human Necromancer
    To Defeat: Combat Divine 15 THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Gaunt Cadaver:

    Henchman
    Type: Monster
    Traits: Undead Ghoul
    To Defeat: Combat 13
    Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
    Bheg:

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

    Henchman
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    Scenario Level (#): 2

    Turn: 23, Kyra/Nickademus

    Random Cards:

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

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

    Spoiler:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

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

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

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

    Weapons
    Spoiler:
    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:
    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:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Spoiler:
    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:
    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.

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

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

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

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

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

    Spoiler:
    Crocodile Skin 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:
    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:
    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:
    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:
    Magic Carpet
    MM
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.

    Spoiler:
    Black Marsh Spider Venom
    MM
    Item 2
    Traits:
    Liquid
    Poison
    To Acquire:
    Intelligence
    Craft 8
    If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck.

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

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

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

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

    Spoiler:
    Blessing of 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.

    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: 6

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 1 Meligaster/eddiephlash
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 2 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 2 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 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 Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 5 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 5 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 6 Fumbus/JeffCook
    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.

    Location #1: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Location #3: The Shiny Bauble
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    The Shiny Bauble Card 1:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    The Shiny Bauble Card 2:
    Smoked Glass Goggles
    MM
    Item B
    Traits:
    Accessory
    To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    The Shiny Bauble Card 3:
    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.
    The Shiny Bauble Card 4:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Location #4: Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kyra/Nickademus, Meligaster/eddiephlash, 1 monster displayed.
    Crypt Card 1:
    Nebta-Khufre
    MM
    Villain 2
    Type: Monster
    Traits:
    Human
    Necromancer
    To Defeat:
    Combat
    Divine 15
    THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Crypt Card 2:
    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.

    Location #5: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Catacombs Card 1:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Catacombs Card 2:
    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.
    Catacombs Card 3:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    Catacombs Card 4:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Catacombs Card 5:
    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.
    Catacombs Card 6:
    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 7:
    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 8:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.


  • .
    .
    .
    .

    Before Turn Recovery:
    Cure
    Divine 8: 1d10 + 5 ⇒ (3) + 5 = 8
    Success

    -- Kyra's Turn --
    Location: Crypt - Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.

    On-Turn Actions
    Free Exploration: Nebta-Khufre
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Encounter Emperor Cobra.
    Reveal Longspear to use Melee + 1d8. Ask Meligaster to recharge Blessing of the Elements to bless.
    Combat 13: 3d8 + 1d4 + 3 ⇒ (2, 8, 8) + (1) + 3 = 22
    Success
    Reveal Longspear to use Melee + 1d8.
    Recharge Armor of the Sands to add 1d4. Discard Prayer to bless.
    Divine 20: 2d10 + 2d4 + 6 ⇒ (6, 7) + (4, 1) + 6 = 24
    Success
    Reveal Longspear to use Melee + 1d8. Discard Desna's Freedom to bless.
    Combat 21: 3d8 + 1d4 + 3 ⇒ (6, 3, 8) + (2) + 3 = 22
    Success
    Nebta-Khufre escapes.

    When Permanently Closed: On closing, draw a random blessing from the box.
    Draw Blessing of Bastet.

    Ending Turn
    Reset: Drawing two cards (Remove Curse, Soothing Word).

    Random Cards Used: Blessing 1 (Blessing of Bastet acquired)
    Party Resources Expended: Blessing of the Elements from Meligaster recharged
    Actions Still Needed:
    Villain Escape

    Kyra wrote:

    Hand: Longspear (Core), Sleep, Blessing of Bastet, Remove Curse, Soothing Word,

    Displayed: Magic Chain Mail (Core),
    Deck: 8 Discard: 3 Buried: 1
    Hero Points: 1
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Divine Insight, Spear of the Watchful Guardian, Staff of Minor Healing, Deflect, Korvosan Guard, Benefaction
    Recharged: Cure (Core), Armor of the Sands,
    Discard Pile: Iomedae's Justice, Prayer 2, Desna's Freedom,
    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.


    Villain escapes, two locations open, so grab 1 random monster from the box

    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario:

  • When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.
  • All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.
  • When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.
  • When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.

    Additional Rules:

    Story Bane Details:

    Nebta-Khufre:

    Villain
    Type: Monster
    Traits: Human Necromancer
    To Defeat: Combat Divine 15 THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Gaunt Cadaver:

    Henchman
    Type: Monster
    Traits: Undead Ghoul
    To Defeat: Combat 13
    Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
    Bheg:

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

    Henchman
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    Scenario Level (#): 2

    Turn: 24, Meligaster/eddiephlash

    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:
    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:
    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:
    Carrion Golem
    MM
    Monster 2
    Traits:
    Construct
    Golem
    Elite
    To Defeat:
    Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

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

    Barriers
    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

    Spoiler:
    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:
    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:
    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.

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

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

    Spoiler:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution Fortitude 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:
    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:
    Mystic Silk Coat
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    Spoiler:
    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:
    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:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.

    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.

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

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

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

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

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

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

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

    Current Hour:

    Blessing of Bastet:
    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.

    Hours Remaining: 5

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 1 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 2 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 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 3 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 3 Kyra/Nickademus
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 4 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 4 Meligaster/eddiephlash
    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 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 5 Fumbus/JeffCook
    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.

    Location #1: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Location #3: The Shiny Bauble
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    The Shiny Bauble Card 1:
    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.
    The Shiny Bauble 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.
    The Shiny Bauble Card 3:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    The Shiny Bauble Card 4:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    The Shiny Bauble Card 5:
    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.

    Location #4: Crypt
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/Nickademus, Meligaster/eddiephlash,

    Location #5: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Catacombs Card 1:
    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 2:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
    Catacombs Card 3:
    Armored Kilt
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
    Catacombs Card 4:
    Nebta-Khufre
    MM
    Villain 2
    Type: Monster
    Traits:
    Human
    Necromancer
    To Defeat:
    Combat
    Divine 15
    THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Catacombs Card 5:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Catacombs Card 8:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    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.


  • Halfling Mesmerist Deck Handler

    Off turn, recharge botElements.

    Start turn. Hour is Bastet. Move to Shiny Bauble. Explore card 1: Smoked Glass Goggles. Reveal Pahmet on cta.
    Int 6: 1d8 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6 Acquired!

    Discard Peacock to explore: Hyena. +2 for first monster encounter. Reveal Pahmet on ctd. Recharge it for its power vs a trigger card.
    Combat 9: 2 + 1d4 + 1d4 + 1 + 1d6 ⇒ 2 + (1) + (3) + 1 + (5) = 12 Defeated!

    End turn. Reset hand, drawing 2.

    Meligaster wrote:

    Hand: Telempathic Projection, Scarab Buckler, Tablet of Languages Lost, Smoked Glass Goggles, Harrower, Harrowed Society Student,

    Displayed:
    Deck: 7 Discard: 2 Buried: 2
    Hero Points: 2
    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 Thrush, The Rakshasa
    Recharged: Fortune-teller, Silver Balladeer, Acadamae Student, Blessing of the Elements, Pahmet Clansman,
    Discard Pile: Druid of the Hive, The Peacock,
    Buried Pile: Charm Person, Blessing of the Ancients,

    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:
    Mental
    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 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario:

  • When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.
  • All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.
  • When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.
  • When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.

    Additional Rules:

    Story Bane Details:

    Nebta-Khufre:

    Villain
    Type: Monster
    Traits: Human Necromancer
    To Defeat: Combat Divine 15 THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Gaunt Cadaver:

    Henchman
    Type: Monster
    Traits: Undead Ghoul
    To Defeat: Combat 13
    Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
    Bheg:

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

    Henchman
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    Scenario Level (#): 2

    Turn: 25, Fumbus/JeffCook

    Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    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:
    Mistmail
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    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.

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

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

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

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

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

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

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


    Blessings
    Spoiler:
    Blessing of the 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.

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

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

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

    Current Hour:

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

    Hours Remaining: 4

    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 Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 3 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 3 Meligaster/eddiephlash
    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 4 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 Fumbus/JeffCook
    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.

    Location #1: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Location #3: The Shiny Bauble
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
    When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Meligaster/eddiephlash, None

    The Shiny Bauble Card 1:
    Sand Creeper
    MM
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check or encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge any cards that have the Electricity trait.
    The Shiny Bauble Card 2:
    Bheg
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Ghoul
    Alchemist
    Poison
    To Defeat:
    Combat 12
    THEN Combat 14
    Bheg is immune to the Mental and Poison traits. All damage dealt by Bheg is Poison damage.
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    If undefeated, end your turn.
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    The Shiny Bauble Card 3:
    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.

    Location #4: Crypt
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/Nickademus,

    Location #5: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Catacombs Card 1:
    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 2:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
    Catacombs Card 3:
    Armored Kilt
    MM
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it.
    Catacombs Card 4:
    Nebta-Khufre
    MM
    Villain 2
    Type: Monster
    Traits:
    Human
    Necromancer
    To Defeat:
    Combat
    Divine 15
    THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Catacombs Card 5:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Catacombs Card 8:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each charcter at your location is dealt 1 Fire Damage.
    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.

  • Grand Archive

    deck handler

    As scenario give Hyena undead trait it may be possible for Meli to attempt to close Bauble

    closable? 4: 1d8 ⇒ 1

    odds are 2/3 I can draw a closing monster at the bauble and with Sajans maat I can acquire the ancients to close

    Move to Bauble

    Encounter sand Creeper No electric in hand

    throw acid flask at it burying spider venom

    acid craft 9: 1d8 + 4 + 3d6 + 1d4 ⇒ (1) + 4 + (6, 5, 6) + (1) = 23

    Not undead as per scenario rule

    End turn

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

    "

    Fumbus wrote:

    Hand: Acid Arrow, Light Crossbow (Core), Game of Afterlife, Armored Kilt, Flask Thrower, Spider,

    Displayed:
    Deck: 6 Discard: 3 Buried: 2
    Hero Points: 1
    NOTES:
    Available Support: game of afterlife has reroll for me which may halp guarding the bauble light crossbow can add 1d8 to distant combat also acid arrow 2d4 and acid attackand magic traits
    Movement: Blessing unavailable

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Heavy Crossbow, The Crows, Snake, The Inquisitor
    Recharged: Elixir of Healing, Acid Flask (Core),
    Discard Pile: Noxious Bomb (Core), Fiery Glare, Norgorber's Shadow,
    Buried Pile: Slick Leather, Spider Venom,

    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.

    Move to Catacombs.

    Catacombs Card 1: 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.

    combat 8 revealing Shuriken +1: 1d6 + 1d4 + 5 ⇒ (4) + (2) + 5 = 11
    combat 10 revealing Shuriken +1: 1d6 + 1d4 + 5 ⇒ (2) + (4) + 5 = 11

    Too many cards to close. Discard Blessing of Cayden Cailean to close.

    Catacombs Card 2: Memories of Violence:

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

    wisdom 8 recharging Blessing of Erastil to bless: 2d8 ⇒ (4, 8) = 12

    Sajan wrote:

    Hand: Shuriken +1, Blessing of Kofusachi, Javelin of Lightning, Blessing of Maat, Blessing of Gorum, Mumia,

    Displayed:
    Deck: 5 Discard: 9 Buried: 3
    "Current Location: Catacombs
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: used

    Blessing of Kofusachi: Discard to bless any check. Recharges if hour lists Constitution to acquire.

    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 Maat: After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result. On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    Movement: Move me to NA 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, Blessing of Milani, Mahga Threefingers, Staff of Minor Healing (Core)
    Recharged: Blessing of Erastil,
    Discard Pile: Blessing of the Quartermaster 1, Teamster, Blessing of Abadar, Mastiff, Blessing of Abadar 2, Shining Wayfinder, Athlete, Compass, Blessing of Cayden Cailean,
    Buried Pile: Sacred Candle, Blessing of Wadjet, Deathgrip,
    "
    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.

    Catacombs cards 1 and 2 are banished.


    .
    .
    .
    .

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

    On-Turn Actions
    Move Step: Moving to The Shiny Bauble.
    Location: The Shiny Bauble - At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.

    Banish Soothing Word to heal Fumbus a card.

    Free Exploration: Bheg
    Before you act, succeed at a Constitution, Fortitude, Dexterity, or Stealth 7 check or you are dealt 1 Poison damage.
    Fortitude 7: 1d6 + 2 ⇒ (6) + 2 = 8
    Success
    Reveal Longspear to use Melee + 1d8.
    Combat 12: 2d8 + 1d4 + 2 ⇒ (5, 3) + (3) + 2 = 13
    Success
    Reveal Longspear to use Melee + 1d8.
    Combat 14: 2d8 + 1d4 + 2 ⇒ (7, 8) + (3) + 2 = 20
    Success
    If defeated, you may draw a random item that has the Alchemical trait from the box.
    Draw Flash Freeze.
    Bheg is banished.
    Closing check: 1d8 ⇒ 8

    Closing Location: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
    Encounter Blessing of Horus
    Automatic Success
    Blessing of Horus is acquired.

    Ending Turn
    End of Turn: Recharge Remove Curse to heal Fumbus a card.
    Recovery:
    Soothing Word
    Divine 8: 1d10 + 5 ⇒ (4) + 5 = 9
    Success
    Reset: Discard Sleep, Flash Freeze. Drawing two cards (Benefaction, Divine Insight).

    Random Cards Used: Item 1 & 2 (Flash Freeze acquired)

    Kyra wrote:

    Hand: Longspear (Core), Blessing of Bastet, Blessing of Horus, Benefaction, Divine Insight,

    Displayed: Magic Chain Mail (Core),
    Deck: 8 Discard: 5 Buried: 1
    Hero Points: 1
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spear of the Watchful Guardian, Deflect, Staff of Minor Healing, Korvosan Guard
    Recharged: Cure (Core), Armor of the Sands, Remove Curse, Soothing Word,
    Discard Pile: Iomedae's Justice, Prayer 2, Desna's Freedom, Sleep, Flash Freeze,
    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.

    Grand Archive

    deck handler

    "

    Fumbus wrote:

    Hand: Acid Arrow, Light Crossbow (Core), Game of Afterlife, Armored Kilt, Flask Thrower, Spider,

    Displayed:
    Deck: 8 Discard: 1 Buried: 2
    Hero Points: 1
    NOTES:
    Available Support: game of afterlife has reroll for me which may halp guarding the bauble light crossbow can add 1d8 to distant combat also acid arrow 2d4 and acid attackand magic traits
    Movement: Blessing unavailable

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Norgorber's Shadow, Snake, Acid Flask (Core), Noxious Bomb (Core), The Crows, Heavy Crossbow, The Inquisitor, Elixir of Healing
    Recharged:
    Discard Pile: Fiery Glare,
    Buried Pile: Slick Leather, Spider Venom,

    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

    "

    Healing from Kyra applied Thank you kyra


    Halfling Mesmerist Deck Handler

    Start turn, hour is Wadjet. Give Smoked Glass Goggles to Fumbus. Move to Catacombs. Explore: Armored Kilt.
    Con 5: 1d6 ⇒ 5 Acquired

    Discard Harrower to examine next card: Nebta-Khufre. Leave it there, and end my turn. Reset hand, discarding kilt and drawing 2.

    Meligaster wrote:

    Hand: Telempathic Projection, Scarab Buckler, Tablet of Languages Lost, Harrowed Society Student, Sign of the Thrush, The Rakshasa,

    Displayed:
    Deck: 5 Discard: 4 Buried: 2
    Hero Points: 2
    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: Fortune-teller, Silver Balladeer, Acadamae Student, Blessing of the Elements, Pahmet Clansman,
    Discard Pile: Druid of the Hive, The Peacock, Harrower, Armored Kilt,
    Buried Pile: Charm Person, Blessing of the Ancients,

    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:
    Mental
    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 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario:

  • When you would encounter a monster that has the Electricity or Elemental trait, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 7 check to display it next to your location instead of encountering it. For each monster displayed, add 1 to checks to defeat by characters at that location.
  • All monsters except those that have either the Elemental or Electricity trait gain the Undead trait and are immune to the Mental and Poison traits.
  • When you defeat a non-villain monster that has the Undead trait, roll 1d8. If the result is greater than the number of cards in your location deck, you may attempt to close your location.
  • When Nebta-Khufre escapes, instead of retrieving blessings from the box or blessings deck, retrieve monsters from the box.

    Additional Rules:

    Story Bane Details:

    Nebta-Khufre:

    Villain
    Type: Monster
    Traits: Human Necromancer
    To Defeat: Combat Divine 15 THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Gaunt Cadaver:

    Henchman
    Type: Monster
    Traits: Undead Ghoul
    To Defeat: Combat 13
    Gaunt Cadaver is immune to the Mental and Poison traits. Before you act, Gaunt Cadaver deals 1 Poison damage to you. After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
    Bheg:

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

    Henchman
    Type: Monster
    Traits: Undead Swarm
    To Defeat: Combat 13
    Crawling Hands is immune to the Mental and Poison traits. If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.

    Scenario Level (#): 2

    Turn: 28, Meligaster/eddiephlash

    Random Cards:

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

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

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

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

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

    Weapons
    Spoiler:
    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:
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    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.

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

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

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

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

    Items
    Spoiler:
    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.

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

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

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

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

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

    Spoiler:
    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.

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

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


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

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

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

    Spoiler:
    Blessing of 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 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: 1

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 1 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.

    Location #1: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #2: Sepulcher of the Servant
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #3: The Shiny Bauble
    Closed
    At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter and acquire it.
    M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/Nickademus, Fumbus/JeffCook, None

    The Shiny Bauble 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.

    Location #4: Crypt
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #5: Peasant Tombs
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 2 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Sajan/Bigguyinblack, Meligaster/eddiephlash, None

    Catacombs Card 1 (Nebta-Khufre):
    Nebta-Khufre
    MM
    Villain 2
    Type: Monster
    Traits:
    Human
    Necromancer
    To Defeat:
    Combat
    Divine 15
    THEN Combat 16
    Before you act, search Nebta-Khufre's location deck for monsters that have the Undead trait; each time you find one, a character at this location encounters it. If you don't find any, a character at this location summons and encounters the henchman Natron Zombie.
    Catacombs Card 2:
    Crawling Hands
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 13
    Crawling Hands is immune to the Mental and Poison traits.
    If you do not defeat Crawling Hands by at least 4, each character at your location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each value of 1, that character buries a card.
    Catacombs Card 3:
    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.
    Catacombs Card 4:
    Icy Longspear +1
    MM
    Weapon C
    Traits:
    Spear
    Melee
    Piercing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result.
    Catacombs Card 5:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each character at your location is dealt 1 Fire Damage.
    Catacombs Card 6:
    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.

  • Grand Archive

    deck handler

    Fumbus heads to the showdown

    Encounter Nebta Khufre Search the Catacombs for undead Crawling hands and two elementals

    Just the 3 fights!!

    Crawling hands

    Using acid arrow with kyras benefaction on the hands

    arcane 13/17: 2d8 + 2 + 3d6 ⇒ (6, 5) + 2 + (6, 5, 6) = 30

    Nebtu Khufre himself

    Light crossbow reload spider to add 1d4 and poison and use sign of thrush as blessing discarding armored kilt to add d4 fire

    combat 15: 2d10 + 1d8 + 2 + 2d4 + 1d6 ⇒ (10, 3) + (8) + 2 + (3, 2) + (3) = 31

    For second check Light crossbow discarding flask thrower to add 1d4 acid and another blessing

    combat 16: 2d10 + 2 + 1d8 + 1d4 + 1d6 ⇒ (2, 5) + 2 + (7) + (2) + (2) = 20


    WOW! What a finish!

    Victory!

    Development:
    The necromancer and his horde fought hard, but in the end, you managed to put an end to his menace. The tomb he had been
    using as his base had nothing of value, showing signs that looters with little regard for history had already plundered its treasures. The bird of smoke and lightning chirps with satisfaction at your victory and leads you back to the air elemental’s ruin to report your success.

    True to their word, the tribe sends its most powerful members with you to the sky pyramid. The elementals caution you to stand far back as they stir a massive sandstorm, building new dunes with thousands of tons of displaced sand. After a day’s work, the sand settles, and the pyramid’s grand entrance is revealed. You and your untrustworthy allies cannot wait to get inside.

    Scenario Reward:

  • Loot: Mask of the Forgotten Pharaoh
  • Trader: Ghoul Market (Armors. Cost: 2 boons)
  • 1 XP, 1 Hero Point

    Mask of the Forgotten Pharaoh:

    Loot
    Type: Item
    Traits: Accessory Magic Mummy
    To Acquire: None
    Reveal this card to add 1 to your Intelligence or Wisdom check. If you have a role card, add 2 instead. Recharge this card to add a die to your check that invokes the Undead trait. Recharge this card to reduce Poison damage dealt to you by 2. Recharge this card to banish a card that has the Curse trait displayed next to your deck.

    Acquired cards:

    Pahmet Clansman (Ally B)
    Druid of the Hive (Ally B)

    Armored Kilt (Armor C)
    Armored Kilt (Armor B)

    Blessing of Bastet (Blessing B)
    Blessing of the Elements (Blessing B)
    Blessing of Maat (Blessing 2)
    Blessing of Horus (Blessing C)
    Blessing of the Ancients (Blessing B)

    Mumia (Item 2)
    Smoked Glass Goggles (Item B)
    Compass (Item B)
    Flash Freeze (Item B)
    Staff of Minor Healing (Item 1)

    Fiery Glare (Spell B)
    Deathgrip (Spell 2)
    Remove Curse (Spell B)

    Javelin of Lightning (Weapon 2)

    To the discussion page!


  • Scenario 3-2D: INTO THE SKY PYRAMID
    At last, it is time to enter one of the sky pyramids of legend! A steep hill of sand descends more than one hundred feet to the pyramid’s entrance. The eroded remnants of relief carvings surround an imposing pair of obsidian doors with golden handles. As you gaze upon the doors in awe, wondering how many centuries have passed since they last swung open, one of your Aspis allies barks a sudden warning: the door is trapped. She removes a set of tools from the satchel at her hip and sets to work on the ancient door. Suddenly, an acrid tang fills the air and your hair stands on end. Bolts of electricity shoot off the door into the slope behind you, melting the sand into glass in an instant. With a satisfied grin, the trapsmith puts away her tools. Cautiously, you reach for the door’s handle. As you grasp it, your hand trembles, either from anticipation or lingering electricity. With a mighty tug, you swing the heavy door open, and a blast of cool, musty air emerges. The sunlight trickling in to the pyramid’s entryway is just enough to reveal a painted statue whose details are impeccably preserved. Based on the statue’s attire, the figure is a woman of high social status. The Aspis leader Ridaiya Merai lights a torch and slips past you into the room. “Well,” she asks, “What are you waiting for?”

    You waste no time in lighting your torches and stepping in from the scorching heat outside. The entryway’s high ceilings are covered in painted murals depicting scenes of battle. A figure dressed similarly to the statue in the center of the room leads the charge against both human armies and monstrous beasts. Before you can analyze the murals properly, a scream of terror emerges from a nearby chamber. A raspy voice calls out the tongue of the ancients, “Those who dare to profane this sacred ground shall be cursed for eternity!”

    SETUP:

  • After building the location decks, display the cohort Ridaiya Merai next to a random location.

    LOCATIONS:

    1 - EMBALMING PARLOR
    1 - HALL OF BLESSED REBIRTH
    1 - VIZIER’S HILL
    2 - ALCHEMICAL LABORATORY
    3 - SCORCHED RUINS
    4 - MUMIA LAB
    5 - STONEWORK PASSAGES
    6 - SEPULCHER OF THE SERVANT

    Story Banes:
    Villain: AMADJAWET
    Henchmen: OLD EYE-TAKER, WARRIOR DOLLS

    DURING THIS SCENARIO:

  • If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.

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

    Traders. 4 To Hoppert, 5 spells:

    Heat Metal:

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

    MM Spell 2
    Traits: Magic Arcane Divine Attack Cold Undead
    To Acquire: Intelligene Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
    Corrosion:

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


  • Random Aspis Ally:

    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.

    Cohort's starting location: 1d6 ⇒ 5: Scorched Ruins

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

    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario: If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.

    Additional Rules:

    Scenario Level (#): 2

    Turn: 0, Meligaster/eddiephlash

    Random Cards:

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

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    The 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.

    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:
    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:
    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.

    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:
    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.

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

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

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

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

    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:
    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:
    Hand of the Guilty Man
    MM
    Item 2
    Traits:
    Accessory
    Magic
    Mummy
    To Acquire:
    Wisdom
    Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.

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

    Spoiler:
    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.

    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.

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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 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 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:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #2: 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: None

    Location #3: Vizier's Hill
    At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

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

    Location #5: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here:

    Ridaiya Merai (displayed):

    Cohort
    Traits: Alchemist Aspis Human
    Display this card next to a location. While displayed, if this location is closed, display Ridaiya Merai next to a random open location. While displayed, when a character starts his turn at this location, that character may examine the bottom card of this location deck, then may shuffle the location deck. While displayed, when a character at this location attempts a check to defeat, after the roll, that character may add or subtract 2 from the result.

    Location #6: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    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


  • Halfling Mesmerist Deck Handler

    Still taking Tablet, swapping out Fez. I'll take Karn if nobody else is interested. Start with the cohort.

    Meligaster wrote:

    Hand: Sign of the Thrush, Acadamae Student, Charm Person, Harrower, Tablet of Languages Lost, Mask of the Mesmerists,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Harrowed Society Student, Sacred Candle, Silver Balladeer, Confusion, Sleep, Telempathic Projection, Charm Person 2, Fortune-teller, The Peacock, The Rakshasa, Scarab Buckler
    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:
    Mental
    POWERS:
    For your combat check, you may discard a card to use your Arcane Skill +1d4 (☐ 2d4) plus the card's adventure deck number and add the Attack, Magic and Mental traits. This counts as playing a spell.
    On your first check on any turn to acquire an ally, add 2; you may instead do this if that check is to defeat a monster. (☐ If you defeat the monster and would banish it, you may draw it.)
    On your check to defeat or acquire, you may reveal an ally or monster to add 1d4 (☑ +1). If you fail the check, recharge the revealed card.


    Deck Handler

    Going to Sunburst Market and trade out Teamster for Mahga Threefingers. Start at Vizier's Hill.

    Sajan wrote:

    Hand: Shining Wayfinder, Blessing of Abadar 2, Blessing of Cayden Cailean, Mastiff, Double Chicken Saber +1, Blessing of Erastil,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    "Current Location: Vizier's Hill
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused

    Blessing of Erastil: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Dexterity 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 Abadar: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier.
    Movement: Move me to NA 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 Abadar, Blessing of Milani, Sacred Candle, Shuriken +1, Staff of Minor Healing (Core), Athlete, Blessing of Wadjet, Blessing of Gorum, Blessing of Kofusachi, Blessing of the Quartermaster 1
    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 ([x] or any) damage, reduce it by 1.

    On the first turn display Mastiff to draw 2 cards: Sacred Candle and Blessing of Gorum.


    Starting Location: Scorched Ruins
    .
    .
    .

    Kyra wrote:

    Hand: Longspear (Core), Cure (Core), Iomedae's Justice, Spear of the Watchful Guardian, Magic Chain Mail (Core),

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Remove Curse, Desna's Freedom, Gorum's Iron, Divine Insight, Prayer 2, Deflect, Harrow Deck, Soothing Word, Prayer, Korvosan Guard, Staff of Minor Healing, Aid
    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.

    Grand Archive

    deck handler

    Selecting game of afterlife and Mask of the pharaoh from the loot and heading to the embalming parlor

    "

    Fumbus wrote:

    Hand: Toxic Cloud, Mask of the Forgotten Pharaoh, The Crows, Norgorber's Shadow, Acid Arrow, Acid Flask (Core),

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Movement: Blessings in hand available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Snake, Spider, Gem of Physical Prowess, Noxious Bomb (Core), Heavy Crossbow, Light Crossbow (Core), Elixir of Healing, Spider Venom, Game of Afterlife, Slick Leather, The Inquisitor
    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 or 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

    "


    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    Scourge List:

    1-2: Curse of Poisoning
    Curse, Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    "Lo! The fire burns hot in your veins!"
    3: Curse of Vulnerability
    Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    "O, wretches! You stand helpless before me!"
    4: Curse of Daybane
    Curse, Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    "Know this! The Orb of Ra destroys!"
    5: Curse of the Ravenous
    Curse
    While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
    1. weapons and spells
    2. items
    3. allies
    4. blessings
    If you already have Curse of the Ravenous displayed, banish this card.
    "A plague of famine upon the nation!"
    6: Curse of Withering
    Curse
    While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    "To all your hopes, a decrepit demise!"

    During This Scenario:

  • If the result of your check to defeat a bane exceeds its difficulty by 5 or more, examine the bottom card of your location deck. If it is a boon, banish it and suffer a scourge.

    Setup:
    After building the location decks, display the cohort Ridaiya Merai next to a random location.

    Scenario Level (#): 2

    Turn: 1, 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:
    Hyena
    MM
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

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

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

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

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

    Spoiler:
    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.

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

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

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

    Spells
    Spoiler:
    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:
    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:
    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 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.

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

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

    Spoiler:
    Portable Sarcophagus
    MM
    Armor P
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution Fortitude 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:
    Mistmail
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    OR Intelligence
    Arcane 8
    Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

    Blessing of Abadar:
    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.

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Sajan/Bigguyinblack
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 2 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 2 Kyra/Nickademus
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 3 Meligaster/eddiephlash
    Blessing of Horus
    MM
    Blessing C
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 4 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing C
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 5 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 Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 7 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 7 Meligaster/eddiephlash
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 8 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 8 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Sajan/Bigguyinblack
    Blessing of 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 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 Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 Fumbus/JeffCook
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 13 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Sajan/Bigguyinblack
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 14 Kyra/Nickademus
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 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 the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 17 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Sajan/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 18 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 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 21 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 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 22 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 22 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 23 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 23 Meligaster/eddiephlash
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 24 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 24 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 25 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Sajan/Bigguyinblack
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 26 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 26 Kyra/Nickademus
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 27 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 27 Meligaster/eddiephlash
    Blessing of Bastet
    MM
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 28 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 28 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 29 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 29 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.

    Location #1: Embalming Parlor
    At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
    When Closing: Summon and defeat the henchman Natron Zombie.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Fumbus/JeffCook, None

    Embalming Parlor Card 1:
    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.
    Embalming Parlor Card 2:
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Embalming Parlor Card 3:
    Crystal Stalker
    MM
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Embalming Parlor Card 4:
    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.
    Embalming Parlor 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.
    Embalming Parlor Card 6:
    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.
    Embalming Parlor 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.
    Embalming Parlor Card 8:
    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.
    Embalming Parlor Card 9:
    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.
    Embalming Parlor Card 10:
    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.

    Location #2: 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: None
    Hall of Blessed Rebirth 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.
    Hall of Blessed Rebirth 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.
    Hall of Blessed Rebirth Card 3:
    Corridor Dart Trap
    MM
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
    Hall of Blessed Rebirth 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.
    Hall of Blessed Rebirth Card 5:
    Ubashki Swarm
    MM
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card.
    Hall of Blessed Rebirth Card 6:
    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.
    Hall of Blessed Rebirth Card 7:
    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.
    Hall of Blessed Rebirth Card 8:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Hall of Blessed Rebirth Card 9:
    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.
    Hall of Blessed Rebirth Card 10:
    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.

    Location #3: Vizier's Hill
    At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Sajan/Bigguyinblack, None

    Vizier's Hill Card 1:
    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.
    Vizier's Hill Card 2:
    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.
    Vizier's Hill Card 3:
    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.
    Vizier's Hill Card 4:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.
    Vizier's Hill Card 5:
    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.
    Vizier's Hill Card 6:
    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.
    Vizier's Hill Card 7:
    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.
    Vizier's Hill 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.
    Vizier's Hill Card 9:
    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.
    Vizier's Hill 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: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Alchemical Laboratory Card 1:
    Amadjawet
    MM
    Villain 2
    Type: Monster
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 16
    Amadjawet is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    After you act, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
    If defeated, before closing the location Amadjawet came from, set aside the boons from that location deck. After closing, return them to the location deck.
    Alchemical Laboratory Card 2:
    Shock Lizard
    MM
    Ally B
    Traits:
    Animal
    Electricity
    Basic
    To Acquire:
    Wisdom
    Survival 4
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks.
    Alchemical Laboratory Card 3:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each character at your location is dealt 1 Fire Damage.
    Alchemical Laboratory Card 4:
    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.
    Alchemical Laboratory 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.
    Alchemical Laboratory Card 6:
    Canteen
    MM
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.
    Alchemical Laboratory Card 7:
    Elemental Treaty
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.
    Alchemical Laboratory Card 8:
    Poison Spiked Pit Trap
    MM
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    If defeated, you may explore your location.
    Alchemical Laboratory Card 9:
    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.
    Alchemical Laboratory Card 10:
    Crowbar
    MM
    Item B
    Traits:
    Tool
    Basic
    To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check, or to your check to defeat a barrier you encounter that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    Location #5: Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kyra/Nickademus, Meligaster/eddiephlash,
    Ridaiya Merai (displayed):

    Cohort
    Traits: Alchemist Aspis Human
    Display this card next to a location. While displayed, if this location is closed, display Ridaiya Merai next to a random open location. While displayed, when a character starts his turn at this location, that character may examine the bottom card of this location deck, then may shuffle the location deck. While displayed, when a character at this location attempts a check to defeat, after the roll, that character may add or subtract 2 from the result.

    Scorched Ruins Card 1:
    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.
    Scorched Ruins Card 2:
    Tooled Crocodile Skin
    MM
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Scorched Ruins 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.
    Scorched Ruins Card 4:
    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.
    Scorched Ruins Card 5:
    Yellow Jelly
    MM
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If the check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.
    Scorched Ruins Card 6:
    The Second Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
    Scorched Ruins Card 7:
    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.
    Scorched Ruins Card 8:
    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.
    Scorched Ruins Card 9:
    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.
    Scorched Ruins Card 10:
    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.

    Location #6: Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None
    Mumia Lab Card 1:
    Black Kiss
    MM
    Ally 1
    Traits:
    Half-Elf
    Alchemist
    Hireling
    Aspis
    To Acquire:
    Intelligence
    Craft
    Charisma
    Diplomacy 10
    If you fail to acquire this card, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
    Discard this card to explore your location.
    Mumia Lab Card 2:
    Yellow Jelly
    MM
    Monster C
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.
    Mumia Lab Card 3:
    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.
    Mumia Lab Card 4:
    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.
    Mumia Lab Card 5:
    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.
    Mumia Lab Card 6:
    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.
    Mumia Lab Card 7:
    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.
    Mumia Lab Card 8:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
    Mumia Lab Card 9:
    Old Eye-Taker
    MM
    Henchman 2
    Type: Monster
    Traits:
    Undead
    Skeleton
    Aristocrat
    To Defeat:
    Wisdom
    Charisma
    Diplomacy 9
    THEN Combat 13
    Old Eye-Taker is immune to the Cold, Mental, and Poison traits. During the encounter, recharge a card before you play a card.
    If the check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mumia Lab 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.

  • Grand Archive

    deck handler

    Fumbus moves to the Mumia lab and encounters Black Kiss

    Discard crows and reveal mask

    craft 10: 3d8 + 5 ⇒ (8, 3, 4) + 5 = 20

    Discard Kiss to explore and encounter a yellow jelly

    Discards acid arrow

    arcane 8 12: 1d8 + 2 + 2d4 + 1d6 + 3 ⇒ (3) + 2 + (4, 1) + (5) + 3 = 18

    acid damage: 1d4 ⇒ 4

    There goes my hand

    Ends turn

    "

    Fumbus wrote:

    Hand: Heavy Crossbow, Snake, Game of Afterlife, The Inquisitor, Light Crossbow (Core), Spider Venom,

    Displayed:
    Deck: 5 Discard: 7 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: A light crossbow available to add 1d8 to a distant combat check
    Movement: Blessings in hand available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Noxious Bomb (Core), Elixir of Healing, Spider, Gem of Physical Prowess, Slick Leather
    Recharged:
    Discard Pile: The Crows, Black Kiss, Toxic Cloud, Mask of the Forgotten Pharaoh, Acid Flask (Core), Norgorber's Shadow, Acid Arrow,
    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 or 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

    "

    Sighs Healing elixir still in my deck

    Mumia lab cards 1 and 2 banished


    Deck Handler

    Blessing of Bastet in effect.

    Vizier's Hill Card 1: 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.

    combat 11 revealing Double Chicken Saber +1: 1d8 + 1d8 + 5 ⇒ (5) + (8) + 5 = 18

    Discard Blessing of Gorum to explore.

    Vizier's Hill Card 2: 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.

    combat 10 +4 revealing Double Chicken Saber +1, recharging Blessing of Erastil to double bless: 3d8 + 1d8 + 5 ⇒ (1, 3, 1) + (2) + 5 = 12

    Good news: The weapon turns those 1s into 3s. 16 succeeds. Bad news is I have to discard the weapon. Innatly prevent the 1 poison damage.

    perception 6 to close recharging Blessing of Cayden Cailean to bless: 2d8 + 1 ⇒ (1, 4) + 1 = 6

    Sajan wrote:

    Hand: Shining Wayfinder, Blessing of Abadar 2, Blessing of Abadar, Sacred Candle, Mahga Threefingers, Blessing of Kofusachi,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    "Current Location: Vizier's Hill
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused

    Blessing of Kofusachi: Discard to bless any check. Recharges if hour lists Constitution to acquire.

    Blessing of Abadar: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier.
    Movement: Move me to NA 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 Milani, Athlete, Shuriken +1, Blessing of the Quartermaster 1, Blessing of Wadjet
    Recharged: Blessing of Erastil, Blessing of Cayden Cailean,
    Discard Pile: Mastiff, Blessing of Gorum, Double Chicken Saber +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 ([x] or any) damage, reduce it by 1.

    Vizier's Hill is closed.


    .
    .
    .
    .

    -- Kyra's Turn --
    Location: Scorched Ruins - After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.

    Start of Turn:
    Examine bottom card of Scorched Ruins (Elemental Treaty).
    Shuffle Scorched Ruins.

    On-Turn Actions
    Display Magic Chain Mail.

    Move Step: Moving to Mumia Lab.
    Location: Mumia Lab - At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.

    Banish Cure to heal Fumbus 1d4 + 1 ⇒ (2) + 1 = 3 cards.

    Free Exploration: Unshakable Chill
    Automatic Success
    Unshakable Chill is acquired.

    Discard Iomedae's Justice to Explore: Crocodile Skin Armor
    Fortitude 4: 1d6 + 2 ⇒ (6) + 2 = 8
    Success
    Crocodile Skin Armor is acquired.

    Ending Turn
    End of Turn: Recharge Unshakable Chill to heal Fumbus a card.
    Recovery:
    Cure
    Divine 8: 1d10 + 5 ⇒ (8) + 5 = 13
    Success
    Reset: Drawing two cards (Harrow Deck, Remove Curse).

    Kyra wrote:

    Hand: Longspear (Core), Spear of the Watchful Guardian, Crocodile Skin Armor, Harrow Deck, Remove Curse,

    Displayed: Magic Chain Mail (Core),
    Deck: 12 Discard: 1 Buried: 0
    Hero Points: 1
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Korvosan Guard, Divine Insight, Prayer, Gorum's Iron, Soothing Word, Staff of Minor Healing, Prayer 2, Deflect, Aid, Desna's Freedom
    Recharged: Unshakable Chill, Cure (Core),
    Discard Pile: Iomedae's Justice,
    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.

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    This is the Discussion Thread. More info to follow.


    Deck Handler

    Locking in Core Sajan using the Monk class deck and Ultimate Equipment.

    I have a boon that lets me visit the Sunburst market in addition to another trader. I'm applying a boon that lets me take Blackjack for my role. I'm applying a boon that lets me add Shining Wayfinder to my deck.

    I think my deck handler is set so anyone can view it.

    Weapon 1 is a priority upgrade for me.

    Grand Archive

    deck handler

    I'm here chosen ranged to go with alchemy


    Scenario 3-1A wrap-up:

    Please list the following, assuming this is not a replay:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Planned Trader visit
  • Upgrade preferences.
  • Boon Roll

    Upgrade pool:
    Weapon - 0
    Spell - 100
    Armor - 100
    Item - 0
    Ally - 00000
    Blessing - 0

    Please double check that I didn't miss anything!

  • Grand Archive

    deck handler

    Fumbus will spend hero point on the power On your check that invokes acid fire or poison add 1d6

    0 heropoints then remain

    1xp tier 1

    Smiths of Wati for trader weapons or maybe just looking at the fire in the forges

    armour 1: 1d1000 ⇒ 261 Archers kite shield

    If someone else outrolls me for armour will take item 0 to swap antiplague for a spyglass

    boon: 1d20 ⇒ 12


    Deck Handler

    Spending my hero point on the power feat +1 to hand size.

    No upgrades.

    I'll be visiting both Sunburst Market and Smiths of Wati via my boon.


    Halfling Mesmerist Deck Handler

    1st xp at tier 1. 0 Hero Points.

    Planning on visiting Hadden Hoppert as I don't think there's anything too exciting at Sunburst.

    Upgrades:
    Spell 1: 1d1000 ⇒ 502: Knock
    Armor 1: 1d1000 ⇒ 362: Sheild Cloak

    Spend Hero Point on Card feat, taking an additional Spell slot, but only if I win the spell upgrade. Otherwise, I'll take a power feat granting +1 to my reveal power.

    Boon!: 1d20 ⇒ 18


    Scenario 3-1A: Rewards
    { First-Time Victory }
    XP: 1 - Tier 1
    Hero Point: Gained Power Feat; 0 HP remaining
    Trader: Hadden Hoppert

    [u]Deck Upgrades:[/u]
    None

    Boon Roll
    1d20 ⇒ 4


    3-1A Reward breakdown:

    Fumbus. Armor 1, Power Feat, 0HP
    Sajan. No upgrade, Power Feat, 0HP
    Meligaster. Spell 1, Card Feat, 0HP
    Kyra. No Upgrade, Power Feat, 0HP

    Grand Archive

    deck handler

    Sorry totally missed the then you may encounter it part after examining the silk coat

    We have plenty time and done enough retconning so will go with I chose not to encounter the coat


    Scenario 3-1B wrap-up:

    Please list the following, assuming this is not a replay:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Interest in the new Loot and Planned change of loot for next scenario
  • Planned Trader visit
  • Upgrade preferences (2 each).
  • Boon Roll

    Upgrade pool:
    Spell - 10000
    Armor - 0
    Item - 111000000
    Ally - 000

    Please double check that I didn't miss anything!

    BR Boon Roll: 1d20 ⇒ 10


  • Halfling Mesmerist Deck Handler

    2nd xp at tier 1. 0 Hero Points.
    Spend hp on a power feat granting +1 to my reveal power.

    Planning on visiting Hadden Hoppert. Will take Remove Curse if nobody else is interested.

    Upgrades:
    Spell 1: 1d1000 ⇒ 12: Inflict Pain
    Item 1: 1d1000 ⇒ 265: Hypnotist's Locket


    Deck Handler

    Taking Skill Feat dexterity. 0 HP left.
    2xp Tier 1.
    0 HP used.
    No loot I want yet.
    Visiting Smiths of Wati and Sunburst.

    item 1 for Sacred Candle: 1d1000 ⇒ 336

    No other upgrades.

    boon?: 1d20 ⇒ 15


    Scenario 3-1B: Rewards
    { First-Time Victory }
    XP: 2 - Tier 1
    Hero Point: Card Feat (Spell); 0 HP remaining
    Trader: Hadden Hoppert

    [u]Deck Upgrades:[/u]
    Item 1
    Token of Remembrance -> Harrow Deck

    Loot Cards for Next Scenario:
    + Remove Curse

    Boon Roll 1d20 ⇒ 19

    Grand Archive

    deck handler

    spell 1: 1d1000 ⇒ 452 toxic cloud for those even more common not undead enemies

    boon: 1d20 ⇒ 5

    He spent on skill feat Int +1

    Xp 2 tier 1


    3-1B Reward breakdown:

    Fumbus. Spell 1, Skill Feat, 0HP
    Sajan. Item 1, Skill Feat, 0HP
    Meligaster. Item 1 (As discussed in chat, will pick up a sacred candle), Power Feat, 0HP
    Kyra. Item 1, Card Feat, 0HP

    Grand Archive

    deck handler

    Slight correction

    Fumbus will add finess pack to alchemy and ranged pack

    Replace the antiplague he banished to close canervaserai with spider venom and take his second upgrade on item 0 to swap thieves tools in for blast stone

    In addition to choices already made


    Scenario 3-1C wrap-up:

    Please list the following, assuming this is not a replay:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Interest in the new Loot and Planned change of loot for next scenario
  • Planned Trader visit
  • Upgrade preferences.
  • Boon Roll

    Upgrade pool:
    Weapon - 00
    Spell - 10
    Armor - 10000
    Item - 111000
    Ally - 10
    Blessing - 1100000

    Please double check that I didn't miss anything!


  • Deck Handler

    3rd xp at tier 1.
    Spending my hero point on card feat blessing. 0 HP left.

    blessing 1: 1d1000 ⇒ 187

    Spear of the Watchful Guardian is a minor upgrade for me but melee isn't my main skill so would only take it if no one else wants it.

    boon?: 1d20 ⇒ 11

    Visiting Smiths of Wati and Sunburst.


    Halfling Mesmerist Deck Handler

    I'm casually quite interested in the loot Scarab Buckler, as it helps me deal with Swarms which are often immune to mental trait, and thus my main attack.

    This is my 3rd xp at tier 1. Will spend hero point on skill feat, bumping up my charisma.

    Upgrades:
    Spell 1: 1d1000 ⇒ 650 Locate Object
    Item 1: 1d1000 ⇒ 34 Hypnotist's Locket
    Ally 1: 1d1000 ⇒ 810 Mutator
    Blessing 1: 1d1000 ⇒ 769 Gozreh's Growth

    Boon: 1d20 ⇒ 6

    Grand Archive

    deck handler

    boon: 1d20 ⇒ 11

    Upgrades prefer blessing 1d1000 ⇒ 395 The inquisitor
    Then ally 1d1000 ⇒ 878 priest of Abadar but some good choices

    Third point will be spent on card feat ally


    Scenario 3-1C: Rewards
    { First-Time Victory }
    XP: 3 - Tier 1
    Hero Point: Skill Feat; 0 HP remaining
    Trader: Hadden Hoppert

    Deck Upgrades:
    Armor 1
    Chain Mail -> Magic Chain Mail

    Loot Cards for Next Scenario:
    Remove Curse
    Spear of the Watchful Guardian

    Boon Roll 1d20 ⇒ 14


    3-1C Reward breakdown:

    Fumbus. Blessing 1, Skill Feat, 0HP
    Sajan. Blessing 1, Card Feat, 0HP
    Meligaster. Spell 1, Skill Feat, 0HP
    Kyra. Armor 1, Skill Feat, 0HP

    Grand Archive

    deck handler

    Hadden Hoppert is the trader fumbus is visiting

    Taking card feat Ally Taking Spider from the finesse pack

    Also noting that if there are two checks involved in defeating a monster the Inquisitor only helps with one unless I used it to explore

    Trading out sands of the hour which leaves me with only two divine cards at the moment and using divine cards to close is a feature of Mummys Mask


    Scenario 3-1D wrap-up:

    Please list the following, assuming this is not a replay:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Interest in the new Loot and Planned change of loot for next scenario
  • Planned Trader visit
  • Upgrade preferences.
  • Boon Roll

    Upgrade pool:
    Weapon - 0
    Spell - 1000
    Armor - 1
    Item - 10
    Ally - 00
    Blessing - 11000

    Please double check that I didn't miss anything!


  • Halfling Mesmerist Deck Handler

    4th xp at tier 1. Bank hero point, bringing total to 1.

    I'm very interested in the Tablet loot.

    Upgrades:
    Blessing 1: 1d1000 ⇒ 761 The Rakshasa (Arcane AP)
    Item 1: 1d1000 ⇒ 10 Gem of Mental Acuity (Occult AP)
    Spell 1: 1d1000 ⇒ 929 Inflict Pain (OA1)

    Grand Archive

    deck handler

    Armour 1 for fumbus to correct the kite shield error I have made (only myself to blame for that one)

    bank hero point

    That Tablet is not getting left in the loot pile ;-)

    Meli is looking the best fit though


    Deck Handler

    4th xp at tier 1. Saving the HP so 1 remaining.

    blessing 1: 1d1000 ⇒ 509

    Visiting Smiths of Wati and Sunburst.

    Grand Archive

    deck handler

    Will most likely be heading to the spell trader


    Scenario 3-1D: Under Pressure Rewards
    { First-Time Victory }
    XP: 4 - Tier 1
    Hero Point: saved; 1 HP remaining
    Trader: Hadden Hoppert

    Deck Upgrades:
    Item 1
    Holy Symbol -> Staff of Minor Healing

    Loot Cards for Next Scenario:
    Remove Curse
    Spear of the Watchful Guardian


    3-1D Reward breakdown:

    Fumbus. Armor 1, Bank HP, 1HP
    Sajan. Blessing 1, Bank HP, 1HP
    Meligaster. Blessing 1, Bank HP, 1HP
    Kyra. Item 1, Bank HP, 1HP


    Scenario 3-1E wrap-up:

    Please list the following, assuming this is not a replay:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Interest in the new Loot and Planned change of loot for next scenario
  • Planned Trader visit
  • Upgrade preferences.

    Upgrade pool: The only non-0 upgrade we picked up was a Blessing 1.

    Please double check that I didn't miss anything!


  • Halfling Mesmerist Deck Handler

    5th xp at tier 1. Tier up to 2. Bank hero point, bringing total to 2.
    New loot, Akhentepi's Armor is decent. Will take that if nobody else is interested, but I'm already taking 2 other loot, so happy to defer.
    Visit Hoppert as per usual.

    I'm happy for the blessing to go to Kyra or Sajan who would benefit more from Blessings than I do.


    Deck Handler

    5th xp at tier 1. Will tier up if the next scenario is tier 2. Saving the HP 2 remain.

    No interest in the loot.

    blessing 1: 1d1 ⇒ 1

    The weapons are not great so I'll visit Hoppert and Sunburst.


    Scenario 3-1E "Rewards"
    { First-Time Victory }
    Advance to Tier 2.
    Hero Point: saved; 2 HP remaining

    Loot Cards for Next Scenario:
    Remove Curse
    Spear of the Watchful Guardian

    Grand Archive

    deck handler

    5th xp at tier 1. Tier up to 2. Bank hero point, bringing total to 2.
    New loot, Fumbus will take the loot game of afterlife

    Will take the blessing 1 upgrade the crows

    Double bless checks to acquire save for good loot


    3-1E Reward breakdown:

    Fumbus. Blessing 1, Bank HP, 2HP
    Sajan. None, Bank HP, 2HP
    Meligaster. None, Bank HP, 2HP
    Kyra. None, Bank HP, 2HP


    Halfling Mesmerist Deck Handler

    I mentioned interest in Akhentepi's Armor for Loot, but I'm already taking the Scarab Buckler, and that works better for me. Anybody else is free to take Akhentepi's Armor.


    Scenario 3-2A wrap-up:

    Please list the following, assuming this is not a replay:

  • What to spend your new Hero Point on, and your current remaining Hero Points.
  • XP and Tier upon completion of the scenario.
  • Hero points used in this scenario and updated total
  • Interest in the new Loot and Planned change of loot for next scenario
  • Planned Trader visit
  • Upgrade preferences.

    Upgrade pool:
    Weapon - 0
    Armor - 1
    Item - 0
    Ally - 0
    Blessing - 2

    Please double check that I didn't miss anything!


  • Deck Handler

    Taking power feat Or any from "When you suffer Combat (☐ or any) damage, reduce it by 1." 2 HP remain.

    No upgrades.

    Visiting Smiths of Wati and Sunburst.


    Halfling Mesmerist Deck Handler

    I banished quite a few cards, so will have to perform some deck surgery when I get a chance.


    Halfling Mesmerist Deck Handler

    Spend hero point on Power Feat: Hand size to 6. 2 hp left.

    1st xp at tier 2.

    Still planning to take loot: Scarab Buckler and Tablet of Languages Lost.
    Still planning to visit Hoppert.

    Upgrades:
    Blessing 2: 1d1 ⇒ 1 I'd use this on a Blessing 1 upgrade, so deferring to others.

    Grand Archive

    deck handler

    My blessing 2 option is Norborgers shadow which is good but not standout

    (in other words Sticking my hand up for Blessing 2 but willing to concede if someone has better option)

    if all equally good 1d1000 ⇒ 995 but let meli have blessing 1

    spend hero point on dex +1 Visit Spell trader Unless someone is heading elsewhere


    Deck Handler

    Actually I'm struggling a bit in combat so I'll take skill feat +1 to dexterity instead.


    Scenario 3-2A: Raid on the Warehouse Rewards
    { First-Time Victory }
    XP: 1 - Tier 2
    Hero Point: Power Feat; 2 HP remaining
    Trader: Hadden Hoppert

    Deck Upgrades:
    None

    Loot Cards for Next Scenario:
    Remove Curse
    Spear of the Watchful Guardian


    3-2A Reward breakdown:

    Fumbus. Blessing 2, Skill Feat, 2HP
    Sajan. None, Skill Feat, 2HP
    Meligaster. Blessing 1, Bank HP, 2HP
    Kyra. None, Power Feat, 2HP


    Halfling Mesmerist Deck Handler

    Blessing 1 upgrade is The Peacock, replacing Sign of the Pack.

    Also, I hadn't realized, but Meli is only proficient with Mental spells, so several of my spells were banished. I'll be picking up a few new lvl 0 ones: Sleep, Divine Insight, Telempathic Projection.

    Visit Hoppert as always.


    Please list the following:

  • Hero points used in this scenario and updated total
  • Planned change of loot for next scenario
  • Planned Trader visit
  • Upgrade preferences.

    Upgrade pool:
    Spell - 00
    Armor - 00
    Item - 00
    Ally - 21000
    Blessing - 222000000

    Please double check that I didn't miss anything!


  • Halfling Mesmerist Deck Handler

    Still 2 hero points. Still taking Scarab Buckler and Tablet of Languages Lost loots. Still visit Hoppert.

    Ally 2: 1d1000 ⇒ 169: Fortune Teller (Occult)
    Blessing 2: 1d1 ⇒ 1: Use for Blessing 1: The Midwife
    Ally 1: 1d1000 ⇒ 597: Bound Imp (Arcane)


    Deck Handler

    Still 2 hero points.

    blessing 2: 1d1000 ⇒ 512

    Clearly we all need to start at one of the low bane locations then split up once we are free.

    Visiting Smiths of Wati and Sunburst.

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