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

With his deck much healthier after all the healing from Kyra Fumbus mutters some words of thanks and displays the spider venom

"

Fumbus wrote:

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

Displayed: Spider Venom,
Deck: 9 Discard: 3 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): Slick Leather, Black Kiss, Mask of the Forgotten Pharaoh, Noxious Bomb (Core), Spider, Acid Flask (Core), Elixir of Healing, Norgorber's Shadow, Gem of Physical Prowess
Recharged:
Discard Pile: The Crows, Acid Arrow, Toxic Cloud,
Buried Pile:

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

Favored Card: Alchemical Item (Attack spell)
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Alchemical
POWERS:
On a local Combat check (or a local check to defeat an obstacle 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

"

Grand Archive

deck handler

i missed the scenario rule about defeating by 5 or more so examined the bottom card of the mumia lab the skeletal jackal is neither boon nor trigger so no further action required

Also Sajan found another skeletal jackal after defeating the guardian scroll


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: 4, Meligaster/eddiephlash

    Random Cards:

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

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

    Spoiler:
    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.

    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 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:
    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:
    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:
    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.

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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.

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

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 1 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 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 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 4 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 5 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 5 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 6 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 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 7 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 7 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 8 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 8 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 9 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 9 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 10 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 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 11 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 11 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 12 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 12 Meligaster/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 13 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 14 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Sajan/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 15 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 15 Kyra/Nickademus
    Blessing of 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 16 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 16 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 17 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 17 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 18 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 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 19 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 19 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 20 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 20 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 21 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 21 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 22 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 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 23 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 23 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 24 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 24 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 25 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 25 Fumbus/JeffCook
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 26 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 26 Sajan/Bigguyinblack
    Blessing of 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: 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
    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 #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: 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.

    Elemental Treaty (shuffled)
    Scorched Ruins Card 1:
    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.
    Scorched Ruins Card 2:
    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 3:
    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 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:
    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 6:
    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 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:
    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 9:
    Yellow Jelly
    MM
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits.
    If the check to defeat has the Acid or Cold trait, add 3.
    After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage.
    Scorched Ruins Card 10:
    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.

    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: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kyra/Nickademus, Fumbus/JeffCook, Skeletal Jackal (recharged)
    Mumia Lab 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.
    Mumia Lab Card 2:
    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 3:
    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 4:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
    Mumia Lab Card 5:
    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 6 (Skeletal Jackal):
    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.


  • Halfling Mesmerist Deck Handler

    Start turn. Hour is Horus. Ridaiya examines the bottom card: Shock Elemental. Don't shuffle it. Bury Charm Person to draw random ally: Bal Themm.

    Free explore: Elemental Treaty.
    Arcane 4: 1d12 + 3 ⇒ (6) + 3 = 9 Acquired!

    Discard Harrower to examine next card: The Second Law. Displayed by scenario. Then explore: Tooled Crocodile Skin. Reveal Acadamae Student on cta.
    Con 8: 1d6 + 1d4 + 1 ⇒ (5) + (1) + 1 = 7 Recharge threefingers to add 3 and acquire.

    Discard student to explore: Burning Tar. Recharge Tablet of Languages Lost to add 3.
    Percep 6: 1d8 + 2 + 3 ⇒ (2) + 2 + 3 = 7 Success! Avoided scenario power.
    The Second Law: 1d6 ⇒ 4 Does not fire

    Display Elemental Treaty. End turn. Reset hand, drawing 2.

    Meligaster wrote:

    Hand: Tooled Crocodile Skin, Mask of the Mesmerists, Bal Themm, Sign of the Thrush, Harrowed Society Student, Sacred Candle,

    Displayed: Elemental Treaty,
    Deck: 11 Discard: 2 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): Fortune-teller, Scarab Buckler, Confusion, Charm Person 2, The Rakshasa, Sleep, The Peacock, Telempathic Projection, Silver Balladeer
    Recharged: Mahga Threefingers, Tablet of Languages Lost,
    Discard Pile: Harrower, Acadamae 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.


    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.

    Additional Rules:
    The Second Law (Displayed): 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.

    Scenario Level (#): 2

    Turn: 5, Fumbus/JeffCook

    Random Cards:

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

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

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

    Spoiler:
    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:
    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:
    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.

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

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

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

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

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

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

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

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

    Armors
    Spoiler:
    Alchemist's Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card 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:
    Vented Plate Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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.

    Current Hour:

    Blessing of the Elements:
    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.

    Hours Remaining: 25

    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 Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 3 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 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 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 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 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 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 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 Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 10 Kyra/Nickademus
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 11 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 11 Meligaster/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 12 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 13 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Sajan/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 14 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 14 Kyra/Nickademus
    Blessing of 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 15 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 15 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 16 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 16 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 17 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 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 18 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 18 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 19 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 19 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 20 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 20 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 21 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Sajan/Bigguyinblack
    Blessing of 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 22 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 22 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 23 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 23 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 24 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 24 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 25 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 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: 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
    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 #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: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: 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.

    Meli's Elemental Treaty (displayed)
    Scorched Ruins Card 1:
    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 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.
    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:
    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 5:
    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 6:
    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 7 (Shock Elemental):
    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.

    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: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Kyra/Nickademus, Fumbus/JeffCook, Skeletal Jackal (recharged)
    Mumia Lab 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.
    Mumia Lab Card 2:
    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 3:
    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 4:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
    Mumia Lab Card 5:
    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 6 (Skeletal Jackal):
    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

    In the hour of the elements

    Is the Mumia lab getting to Fumbus

    constitution 4: 1d8 ⇒ 5

    He explores and finds an gas trap

    craft 7: 1d8 + 4 ⇒ (1) + 4 = 5

    Alchemical gas trap displayed next to location

    (not the way to avoid the second law I had in mind)

    Discard snake to explore again

    osirion History guide int 3: 1d8 + 1 ⇒ (6) + 1 = 7

    Discard Inquisitr to explore a final time
    o
    Wing of horus

    recharge the guide (looking for the numbers 4 and 2)

    knowledge 6: 2d4 ⇒ (3, 1) = 4

    Cleared up space in hand for useful stuff

    "

    Fumbus wrote:

    Hand: Heavy Crossbow, Spider, Game of Afterlife, Acid Flask (Core), Light Crossbow (Core), Mask of the Forgotten Pharaoh,

    Displayed: Spider Venom,
    Deck: 7 Discard: 5 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): Black Kiss, Noxious Bomb (Core), Elixir of Healing, Slick Leather, Gem of Physical Prowess, Osirion History Guide, Norgorber's Shadow
    Recharged:
    Discard Pile: The Crows, Acid Arrow, Toxic Cloud, Snake, The Inquisitor,
    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

    "


    Deck Handler

    During Fumbus's turn recharge Blessing of Kofusachi to search my deck for Shuriken +1 and draw it.

    Blessing of the Ancients in effect.

    Move to Hall of Blessed Rebirth.

    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.

    combat 10 +4 revealing Shuriken +1, recharging Blessing of Abadar 2 to bless: 2d8 + 1d4 + 5 ⇒ (6, 7) + (3) + 5 = 21

    Examine the bottom card of location due to scenario effect: Unshakable Chill. Banish it.

    scourge: 1d6 ⇒ 2 Curse of Poisoning

    wisdom 7 to close recharging Blessing of Abadar to bless: 2d8 ⇒ (7, 4) = 11

    On close banish Curse of Poisoning.

    Sajan wrote:

    Hand: Shining Wayfinder, Blessing of Milani, Blessing of Wadjet, Sacred Candle, Mahga Threefingers, Shuriken +1,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    "Current Location: Hall of Blessed Rebirth
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused

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

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

    Movement: Move me to 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 the Quartermaster 1, Athlete
    Recharged: Blessing of Erastil, Blessing of Cayden Cailean, Blessing of Kofusachi, Blessing of Abadar 2, Blessing of Abadar,
    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.

    Hall of Blessed Rebirth

    Grand Archive

    deck handler

    Just to clarify as I didn't clearly point it out in my turn post alchemical gas is displayed by mumia lab

    Alchemical Gas

    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.


    .
    .
    .
    .

    -- Kyra's Turn --
    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.

    Start of Turn:
    Voluntary Failure
    Suffer Curse of Withering.
    Bury Crocodile Skin Armor.
    Fortitude 7: 1d6 + 2 ⇒ (6) + 2 = 8
    Success
    Alchemical Gas Trap is banished.

    On-Turn Actions
    Banish Remove Curse to banish Curse of Withering.

    Move Step: Moving to Scorched Ruins.
    Location: Scorched Ruins - After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.

    Banish Harrow Deck to examine Scorched Ruins (Burning Tar, Warrior Dolls, Explorer's Staff).
    Replace in the following order: Warrior Dolls, Explorer's Staff, Burning Tar.

    Free Exploration: Warrior Dolls
    Reveal and recharge Spear of the Watchful Guardian to use Melee + 2d6+1
    Combat 14: 1d8 + 2d6 + 3 ⇒ (6) + (1, 2) + 3 = 12
    Ridaiya Merai adds 2.
    Success
    If you do not defeat the Warrior Dolls by at least 2, shuffle a barrier from the box into a random open location deck.
    Memories of Violence is shuffled into 1d5 ⇒ 1 Embalming Parlor.
    Warrior Dolls is banished.

    Closing Location: Summon and acquire a random weapon from the box.
    Encounter Frost Sling +1.
    Ask Meligaster to discard Sign of the Thrush to bless.
    Dexterity 6: 2d4 ⇒ (3, 2) = 5
    Accessory reroll.
    Dexterity 6: 1d4 + 3 ⇒ (3) + 3 = 6
    Success
    Frost Sling +1 is acquired.
    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.

    Ending Turn
    Recovery:
    Remove Curse is recharged.
    Harrow Deck
    Perception 12: 1d10 + 4 ⇒ (4) + 4 = 8
    Failure
    Reset: Discard Frost Sling +1. Drawing four cards (Soothing Word, Aid, Desna's Freedom, Gorum's Iron).

    Random Cards Used: Barrier 1, Weapon 1 (Frost Sling +1 acquired)
    Party Resources Expended: Sign of the Thrush from Meligaster discarded.

    Kyra wrote:

    Hand: Longspear (Core), Soothing Word, Aid, Desna's Freedom, Gorum's Iron,

    Displayed: Magic Chain Mail (Core),
    Deck: 10 Discard: 2 Buried: 2
    Hero Points: 1
    Acc Reroll: Used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Korvosan Guard, Divine Insight, Staff of Minor Healing, Prayer 2, Deflect, Prayer
    Recharged: Unshakable Chill, Cure (Core), Spear of the Watchful Guardian, Remove Curse,
    Discard Pile: Iomedae's Justice, Frost Sling +1,
    Buried Pile: Crocodile Skin Armor, Harrow Deck,

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

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


    Halfling Mesmerist Deck Handler

    Off turn, discard Sign of the Thrush for Kyra. Elemental Treaty to recovery when location closes.

    Meligaster attempts to recover all cards in their Recovery pile.
    Elemental Treaty: Arcane 6: 1d12 + 3 ⇒ (8) + 3 = 11 -> Elemental Treaty recharged discarded.

    Ridaiya Merai flees to: 1d3 ⇒ 3: Mumia Lab

    Start turn. Hour is Maat. Bury Sacred candle to draw it. Move to Mumia Lab. Explore: Flask Thrower. Reveal Society Student on cta.
    Dex 8: 1d8 + 1d4 + 1 ⇒ (6) + (3) + 1 = 10 Acquired!

    Discard student to explore: Old Eye-Taker. First check, reveal Bal Them on ctd. Add 2 for first monster.
    Diplo 9: 1d12 + 4 + 1d4 + 1 + 2 ⇒ (4) + 4 + (3) + 1 + 2 = 14 Success!

    Pausing to see if Fumbus can handle the second check. I have Maat if a +3 is needed, and the cohort is here for a +2.

    Grand Archive

    deck handler

    Fumbus shoots old eye taker with his light crossbow discarding spider to add acid

    combat 13: 1d10 + 2 + 1d8 + 1d6 + 1d4 ⇒ (3) + 2 + (6) + (5) + (3) = 19

    Old eye taker defeated meli may choose to take on the crawling hands to close

    Can lob acid flask to add 2d4 and acid attack traits on the crawling hands as well as a heavy crossbow discarded for Fumbus add 1d4 and acid/fire to local combat check power

    "

    Fumbus wrote:

    Hand: Heavy Crossbow, Game of Afterlife, Acid Flask (Core), Light Crossbow (Core), Mask of the Forgotten Pharaoh,

    Displayed: Spider Venom,
    Deck: 7 Discard: 6 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
    Other: Acid flask adds 2d4 and acid and attack traits to local combat checks heavy crossbow can be discarded to add another d4

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elixir of Healing, Noxious Bomb (Core), Gem of Physical Prowess, Osirion History Guide, Norgorber's Shadow, Slick Leather, Black Kiss
    Recharged:
    Discard Pile: The Crows, Acid Arrow, Toxic Cloud, Snake, The Inquisitor, Spider,
    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

    "


    Halfling Mesmerist Deck Handler

    Summon Crawling Hands to close. Reveal Flask thrower. Bal Them reveal for ctd, and recharge for a d6. Tak Fumbus' offer of an acid flask.
    Combat 13 (17): 1d8 + 1d6 + 1d4 + 1 + 1d6 + 2d4 ⇒ (2) + (1) + (1) + 1 + (5) + (1, 4) = 15 Ridaiya Merai adds 2. Success!
    Mumia Lab closed! Draw rando alchemical item: Bladeguard.
    Ridaiya Merai new location: 1d2 ⇒ 1

    Meligaster ends their turn.

    Meligaster attempts to recover all cards in their Recovery pile.
    Elemental Treaty: Arcane 6: 1d12 + 3 ⇒ (2) + 3 = 5 -> Elemental Treaty discarded.

    Meligaster resets their hand, drawing 1.

    Meligaster wrote:

    Hand: Flask Thrower, Tooled Crocodile Skin, Mask of the Mesmerists, Bladeguard, Blessing of Maat, Confusion,

    Displayed:
    Deck: 11 Discard: 5 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): Sleep, Telempathic Projection, Fortune-teller, The Rakshasa, Silver Balladeer, Charm Person 2, The Peacock, Scarab Buckler
    Recharged: Mahga Threefingers, Tablet of Languages Lost, Bal Themm,
    Discard Pile: Harrower, Acadamae Student, Sign of the Thrush, Harrowed Society Student, Elemental Treaty,
    Buried Pile: Charm Person, Sacred Candle,

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

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    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:

  • 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.

    Additional Rules: The Second Law (Displayed): 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 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.

    Scenario Level (#): 2

    Turn: 9, Fumbus/JeffCook

    Random Cards:

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

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

    Spoiler:
    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.

    Barriers
    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:
    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:
    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:
    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:
    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.

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

    Spoiler:
    Acid 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.

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

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

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

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

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

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

    Spoiler:
    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:
    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:
    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.

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

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

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

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

    Spoiler:
    Blessing of 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.

    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: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 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 2 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 2 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 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 Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 5 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Sajan/Bigguyinblack
    Blessing of Nethys
    MM
    Blessing B
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 Kyra/Nickademus
    Blessing of 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 7 Meligaster/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 8 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 8 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Sajan/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 10 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 10 Kyra/Nickademus
    Blessing of 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 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 11 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 12 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 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 13 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 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 14 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 14 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 15 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 15 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 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 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 18 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 18 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 19 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 19 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 20 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 20 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 21 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 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: 3 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Memories of Violence (shuffled)

    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.

    Embalming Parlor 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.
    Embalming Parlor Card 2:
    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 3:
    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 4:
    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.
    Embalming Parlor Card 5:
    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 6:
    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 7:
    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.
    Embalming Parlor Card 8:
    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 9:
    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 10:
    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 11:
    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.

    Location #2: Hall of Blessed Rebirth
    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 #3: Vizier's Hill
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    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

    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
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Kyra/Nickademus,

    Location #6: Mumia Lab
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Meligaster/eddiephlash, Fumbus/JeffCook,

  • Grand Archive

    deck handler

    On Melis turn

    recovery

    craft 6: 1d8 + 4 ⇒ (6) + 4 = 10

    Fumbus heads to the alchemical laboratory and finds the villain

    Reloads heavy crossbow and discards light crossbow add d4 and fire trait also recharging mask of forgotten pharoah

    combat 16: 4d10 + 2 + 1d4 + 1d6 ⇒ (5, 7, 5, 6) + 2 + (3) + (6) = 34

    Bottom card of deck is crowbar banished suffer scourge scourge: 1d6 ⇒ 1

    also discard hand of game of afterlife due to dues to acid damage from blowing up the lab

    constitution 9: 1d8 ⇒ 3

    cards buried: 1d4 ⇒ 1 heavy Crossbow

    Ends turn resets and draws elixir of healing

    gonna roll a 5 and recharge elixir of healing: 1d6 ⇒ 3

    Start of Sajans turn use elixir of healing 1d4 + 1 ⇒ (4) + 1 = 5

    End of turn craft 6: 1d8 + 4 ⇒ (5) + 4 = 9

    "

    Fumbus wrote:

    Hand: Osirion History Guide, Gem of Physical Prowess, Slick Leather, Norgorber's Shadow,

    Displayed: Spider Venom, curse of poisoning,
    Deck: 10 Discard: 3 Buried: 1
    Hero Points: 1
    NOTES:
    Available Support: OHG recharges to add die to wisdom survival or knowledge NC check
    Movement: Blessings in hand available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acid Arrow, Toxic Cloud, Acid Flask (Core), Black Kiss, Light Crossbow (Core), Spider, Mask of the Forgotten Pharaoh, Noxious Bomb (Core), The Crows
    Recharged: Elixir of Healing,
    Discard Pile: Snake, The Inquisitor, Game of Afterlife,
    Buried Pile: Heavy Crossbow,

    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


    Deck Handler

    Blessing of Horus in effect.

    Move to Embalming Parlor.

    random card 12 is villain: 1d12 ⇒ 11

    Embalming Parlor Card 11: 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.

    perception 8: 1d8 + 1 ⇒ (5) + 1 = 6

    random from the top: 1d11 ⇒ 6 6. Blessing of Abadar
    random from the top: 1d10 ⇒ 6 7. Memories of Violence
    random from the top: 1d9 ⇒ 6 8. Crystal Stalker

    Memories of Violence trigger display it next to my deck. Crystal Stalker trigger and Shrieking Plant would cause me to encounter it but Memories of Violence forces me to evade it. I think Shrieking Plant is still banished.

    Sajan wrote:

    Hand: Shining Wayfinder, Blessing of Milani, Blessing of Wadjet, Sacred Candle, Mahga Threefingers, Shuriken +1,

    Displayed: Memories of Violence,
    Deck: 8 Discard: 3 Buried: 0
    "Current Location: Embalming Parlor
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused

    Memories of Violence: 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.

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

    Blessing of Milani: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Movement: Move me to 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 the Quartermaster 1, Athlete, Staff of Minor Healing (Core)
    Recharged: Blessing of Erastil, Blessing of Cayden Cailean, Blessing of Kofusachi, Blessing of Abadar 2, Blessing of Abadar,
    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.

    Embalming Parlor Card 11 banished. I think.


    .
    .
    .
    .

    -- Kyra's Turn --
    Location: Scorched Ruins - closed

    On-Turn Actions

    Move Step: Moving to Embalming Parlor.
    Location: Embalming Parlor - Recharge an item to add the Acid, Cold or Poison trait to any check.

    Free Exploration: 1d11 ⇒ 8 Crystal Stalker
    Reveal Longspear to use Melee + 1d8.
    Combat 9: 2d8 + 1d4 + 2 ⇒ (6, 1) + (3) + 2 = 12
    Success
    Crystal Stalker is banished.

    Discard Gorum's Iron to Explore: 1d10 ⇒ 5 Blessing of the Ancients
    Automatic Success
    Blessing of the Ancients is acquired.

    Discard Blessing of the Ancients to examine Embalming Parlor 1d9 ⇒ 9 (Amadjawet).

    Ending Turn
    End of Turn: Recharge Soothing Word to heal a card.
    Frost Sling +1 is healed.
    Reset: Drawing two cards (Prayer, Deflect).

    Kyra wrote:

    Hand: Longspear (Core), Aid, Desna's Freedom, Prayer, Deflect,

    Displayed: Magic Chain Mail (Core),
    Deck: 10 Discard: 3 Buried: 2
    Hero Points: 1
    Acc Reroll: Used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Remove Curse, Korvosan Guard, Spear of the Watchful Guardian, Frost Sling +1, Unshakable Chill, Staff of Minor Healing, Soothing Word, Divine Insight, Prayer 2, Cure (Core)
    Recharged:
    Discard Pile: Iomedae's Justice, Gorum's Iron, Blessing of the Ancients,
    Buried Pile: Crocodile Skin Armor, Harrow Deck,

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

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


    Halfling Mesmerist Deck Handler

    Start turn. Hour is Nethys. Move to the Parlor. Explore Amadjawet. Reveal Flask thrower and discard Bladeguard. First monster so add 2.
    Combat 16: 1d8 + 1d6 + 2d6 + 2 ⇒ (6) + (2) + (5, 5) + 2 = 20 Boom, didn't need any post-check help as I though I might
    Can auto fail aya and bury 4 cards no problem, so villain defeated, can't escape, and we WIN!


    Victory!

    Development:
    You managed to defeat the guardians without significantly damaging the room or the mummy’s adornments. None of your
    Aspis allies perished to the mummy’s attacks, but a few sustained injuries. Merai warns the injured to inform her immediately if they start to feel ill. You’ve heard tales of the painful rot that a mummy’s curse can bring.

    Thanking the gods that you managed to evade the worst of its attacks, you turn your attention back to the room. The wall behind the mummy’s sarcophagus bears several thin, straight cracks exposed by the trapsmith’s ministrations. On a closer look, you discover that these cracks are the edges of a secret panel! What other secrets might this pyramid hide?

    Scenario Reward:

  • Loot: Neferekhu, Ushabti of the Willing Servant
  • 1 XP, 1 Hero Point
    Neferekhu:

    Loot
    Type: Ally
    Traits: Mace Melee Magic Undead Mummy
    To Acquire: None
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.
    Ushabti of the Willing Servant:

    Loot
    Type: Item
    Traits: Object Undead
    To Acquire: None
    Bury this card to add 1d8 to a Strength, Dexterity, or Perception check by a character at your location; you may succeed at a Craft 8 check to discard this card instead.

    Acquired cards:
    Bal Themm (Ally 2)
    Black Kiss (Ally 1)

    Tooled Crocodile Skin (Armor 2)
    Crocodile Skin Armor (Armor C)

    Blessing of the Ancients (Blessing B)
    Blessing of Maat (Blessing 2)

    Osirion History Guide (Item B)
    Bladeguard (Item B)

    Elemental Treaty (Spell B)
    Unshakable Chill (Spell C)

    Frost Sling +1 (Weapon 1)
    Flask Thrower (Weapon 2)

    To the discussion page!


  • Scenario 3-2E: MAYBE YOU SAW THIS COMING
    After inspecting the area around the secret panel, you find an opening mechanism built into the sarcophagus’s base. The panel shudders and sinks into the ground, revealing a shallow staircase that ascends far beyond the range of your torches. The staircase gradually winds upward, coming to an end at a brightly lit circular chamber. The light emanates from a golden sun on the domed ceiling above, whose twelve rays stretch down the walls, each ending in a narrow passageway. A circle of hieroglyphs rings the floor, proclaiming over and over, “Only with Ra’s Light can we see.” The passageways branching off the round room connect in a perplexing maze. With so many chambers and tunnels to explore, you and the Aspis leader Ridaiya Merai make a plan to divide your efforts and share your findings.

    Mapping the twisting passages and their numerous dead ends is exciting work, but it is exhausting. Two days after your work began, you are confident that with Merai’s help, you have mapped its rooms and tunnels. You resume your studies of the history writ large across the pyramid’s walls. So little is known about the time of the Sky Pharaoh, and this pyramid is bound to contain secrets that have been hidden for millennia.

    Suddenly, the pyramid lurches violently. Dust and rubble falls from the ceiling, and the sound of stone grinding against stone echoes through the air. A pair of Aspis agents yells from across the room, demanding an explanation for the shaking ground. As you turn to answer, a huge piece of ceiling collapses, and you barely dodge out of the way in time to prevent it from caving in your skulls. There’s little time to explain. If you don’t escape quickly, this ancient tomb may well become your own.

    SETUP:

  • After building the location decks, shuffle the henchman Aspis Agent into each location deck.
  • All characters start at the Stonework Passages.

    LOCATIONS:
    1 - STONEWORK PASSAGES
    1 - MUMIA LAB
    1 - GHOUL SQUARE
    2 - CRYPT
    3 - SEPULCHER OF THE SERVANT
    4 - CATACOMBS
    5 - PEASANT TOMBS
    6 - PRECIOUS MINE

    Story Banes:
    Villain: None
    Henchmen: Collapsing Hallways

    DURING THIS SCENARIO:

  • When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
  • To win the scenario, close all of the locations.

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

    Traders!
    4 to Hadden Hoppert. 5 spells:

    Speak with Dead:

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

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

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

    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 a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
  • To win the scenario, close all of the locations.

    Setup:
    * After building the location decks, shuffle the henchman Aspis Agent into each location deck. * All characters start at the Stonework Passages.

    Scenario Level (#): 2

    Turn: 0, Meligaster/eddiephlash

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    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 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.

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook, None

    Location #2: 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 ?: 2
    Located/Displayed Here: None

    Location #3: Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    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 ?: 2
    Located/Displayed Here: None

    Location #5: 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 ?: 2
    Located/Displayed Here: None

    Location #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    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

    Forced starting location. Will still take Scarab Buckler and Tablet of Languages Lost, and start taking Neferekhu. Swap out Straitjacket, Fez, and Acadamae Student respectively. For the trader, one of us should definitely take Corrosion, I will do so if nobody else is interested but I'll only get one use since I'm not proficient.


    Deck Handler

    Visiting Sunburst and trading out Athlete for Cure loot. Starting at Stonework Passages.

    Sajan wrote:

    Hand: Double Chicken Saber +1, Blessing of Cayden Cailean, Blessing of Erastil, Master Cartman, Blessing of Wadjet, Blessing of the Quartermaster 1,

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

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

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

    Blessing of Cayden Cailean: Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Movement: Move me to 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, Staff of Minor Healing (Core), Mastiff, Shuriken +1, Blessing of Kofusachi, Blessing of Milani, Blessing of Gorum, Sacred Candle, Blessing of Abadar 2, Shining Wayfinder
    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.

    Grand Archive

    deck handler

    "

    Fumbus wrote:

    Hand: Acid Flask (Core), Acid Arrow, Spider, The Inquisitor, Slick Leather, Game of Afterlife,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Game of afterlife has scourge remova
    Movement: Blessings in hand available
    Other: Can add 1d4 to any local combat or trap or obstacle bainers with fire acid or poison by discarding card

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Toxic Cloud, Elixir of Healing, Snake, Mask of the Forgotten Pharaoh, Gem of Physical Prowess, Spider Venom, Ushabti of the Willing Servant, Deathbane Light Crossbow, Light Crossbow (Core), The Crows, Norgorber's Shadow
    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

    "

    passes on hoppert spells


    Rando Aspis ally:

    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.


    Trading Deflect for Corrosion and burying Aid.
    (Started with both my weapons but no blessings. Had to skip them.)
    .
    .

    Kyra wrote:

    Hand: Cure (Core), Desna's Freedom, Magic Chain Mail (Core), Corrosion, Prayer 2,

    Displayed:
    Deck: 11 Discard: 0 Buried: 1
    Hero Points: 2
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gorum's Iron, Korvosan Guard, Prayer, Spear of the Watchful Guardian, Soothing Word, Staff of Minor Healing, Shock Glaive, Remove Curse, Iomedae's Justice, Divine Insight, Harrow Deck
    Recharged:
    Discard Pile:
    Buried Pile: Aid,

    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
    Meligaster wrote:

    Hand: Silver Balladeer, Harrowed Society Student, The Rakshasa, Telempathic Projection, Mask of the Mesmerists, Charm Person 2,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 3
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sleep, Harrower, Sign of the Thrush, Neferekhu, Scarab Buckler, Fortune-teller, Fez, Confusion, Tablet of Languages Lost, Charm Person, Urgathoa's Gluttony, Sacred Candle
    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.


    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 a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
  • To win the scenario, close all of the locations.

    Setup:
    * After building the location decks, shuffle the henchman Aspis Agent into each location deck. * All characters start at the Stonework Passages.

    Scenario Level (#): 2

    Turn: 1, Fumbus/JeffCook

    Random Cards:

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

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

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

    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Sajan/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 2 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 2 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing C
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 3 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 3 Meligaster/eddiephlash
    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 4 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 Fumbus/JeffCook
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 5 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Sajan/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 Kyra/Nickademus
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 7 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 7 Meligaster/eddiephlash
    Blessing of 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 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 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 the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Sajan/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 14 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 14 Kyra/Nickademus
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 15 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 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 17 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Sajan/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 18 Kyra/Nickademus
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 19 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 19 Meligaster/eddiephlash
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 20 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 20 Fumbus/JeffCook
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 21 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Sajan/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 22 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 22 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 23 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 23 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 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 Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 26 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 26 Kyra/Nickademus
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 27 Meligaster/eddiephlash
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 28 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 28 Fumbus/JeffCook
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 29 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 29 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.

    Location #1: Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook, None

    Stonework Passages Card 1:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Stonework Passages Card 2:
    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.
    Stonework Passages Card 3:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Stonework Passages Card 4:
    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.
    Stonework Passages Card 5:
    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.
    Stonework Passages Card 6:
    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.
    Stonework Passages Card 7:
    Brain Ooze
    MM
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12
    The Brain Ooze is immune to the Mental and Poison traits. All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a monster from the box; the Brain Ooze's difficulty to defeat is increased by that monster's adventure deck number.
    If undefeated, discard a spell.
    Stonework Passages Card 8:
    Malfunctioning Deathtrap
    MM
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card.
    Stonework Passages Card 9:
    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.
    Stonework Passages Card 10:
    Dark Stalker
    MM
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Stonework Passages Card 11:
    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.

    Location #2: 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 ?: 2
    Located/Displayed Here: None
    Mumia Lab Card 1:
    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.
    Mumia Lab Card 2:
    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 3:
    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.
    Mumia Lab Card 4:
    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.
    Mumia Lab Card 5:
    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.
    Mumia Lab Card 6:
    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.
    Mumia Lab Card 7:
    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.
    Mumia Lab Card 8:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Mumia Lab Card 9:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mumia Lab Card 10:
    Blasphemous Priest
    MM
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
    Mumia Lab Card 11:
    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 #3: Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Ghoul Square Card 1:
    Staff of Focus
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
    Ghoul Square Card 2:
    Sand Thief
    MM
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Elemental
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 3:
    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.
    Ghoul Square Card 4:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 5:
    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.
    Ghoul Square Card 6:
    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.
    Ghoul Square Card 7:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ghoul Square Card 8:
    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.
    Ghoul Square Card 9:
    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.
    Ghoul Square Card 10:
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or an armor.
    5-6. You are dealt 2 Poison damage.
    Ghoul Square Card 11:
    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.

    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 ?: 2
    Located/Displayed Here: None
    Crypt Card 1:
    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.
    Crypt Card 2:
    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.
    Crypt Card 3:
    Hurtling Tiles Trap
    MM
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.
    Crypt Card 4:
    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.
    Crypt Card 5:
    Crocodile Skin Armor
    MM
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
    Crypt Card 6:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt Card 7:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 8:
    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.
    Crypt Card 9:
    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.
    Crypt Card 10:
    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.
    Crypt Card 11:
    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.

    Location #5: 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 ?: 2
    Located/Displayed Here: None
    Sepulcher of the Servant Card 1:
    Splint Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Sepulcher of the Servant 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.
    Sepulcher of the Servant Card 3:
    Explorer's Staff
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Sepulcher of the Servant Card 4:
    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.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    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.
    Sepulcher of the Servant Card 7:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 8:
    Shasalqu
    MM
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
    Sepulcher of the Servant Card 9:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 10:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant Card 11:
    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 #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Catacombs Card 1:
    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.
    Catacombs Card 2:
    Shock Toad
    MM
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
    Catacombs Card 3:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 4:
    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.
    Catacombs Card 5:
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 8:
    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.
    Catacombs Card 9:
    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.
    Catacombs Card 10:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Catacombs Card 11:
    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.

  • Grand Archive

    deck handler

    Display Slick Leather and explore

    Collapsing Hallways

    Banish acid flask to add 2d4 to dexterity chaeck

    dexterity 9: 1d10 + 1 + 2d4 + 1d6 ⇒ (8) + 1 + (1, 3) + (2) = 15

    Meli can you find a friends to hep with this?

    Meli casts charm person and acquires caravan guard

    Not helpful a prayer Kyra

    wisdom 8: 2d4 ⇒ (2, 4) = 6

    bury game of afterlife for reroll of 2

    wisdom 8: 1d4 + 4 ⇒ (3) + 4 = 7

    Location not closed discard spider to find an augury

    arcane 6: 1d8 + 2 ⇒ (1) + 2 = 3

    End turn cards moved 1d4 ⇒ 4

    recovery Game of afterlife

    int 8: 1d8 + 1 ⇒ (6) + 1 = 7

    acid flask

    craft 6: 1d8 + 4 ⇒ (2) + 4 = 6

    "

    Fumbus wrote:

    Hand: Light Crossbow (Core), Acid Arrow, Deathbane Light Crossbow, The Inquisitor, The Crows, Ushabti of the Willing Servant,

    Displayed: Slick Leather,
    Deck: 8 Discard: 1 Buried: 1
    Hero Points: 2
    NOTES:
    Movement: Blessings in hand available
    Other: Can add 1d4 to any local combat or trap or obstacle bainers and add fire acid or poison by discarding card

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Snake, Spider Venom, Toxic Cloud, Mask of the Forgotten Pharaoh, Gem of Physical Prowess, Elixir of Healing, Norgorber's Shadow
    Recharged: Acid Flask (Core),
    Discard Pile: Spider,
    Buried Pile: Game of Afterlife,

    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

    "

    Top 2 cards banished (including closing henchman) bottom 4 moved to next location


    Deck Handler

    Blessing of the Ancients in effect.

    Pass Blessing of the Quartermaster 1 to Kyra.

    Stonework Passages Card 3: Aspis Agent:

    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.

    Kyra recharges Blessing of the Quartermaster.

    charisma 6 blessed by Blessing of the Quartermaster: 2d6 ⇒ (2, 5) = 7

    Defeated by a non combat check so examine the next card: Hepsushep. Encounter it.

    Stonework Passages Card 4: 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.

    combat 15 revealing Double Chicken Saber +1, recharging Blessing of Erastil to double bless: 3d8 + 1d8 + 5 ⇒ (6, 8, 7) + (4) + 5 = 30

    Examine the next 3 cards: 5 Final Nights, 6 Crocodile Skin Madu, 7 Brain Ooze. Final Nights trigger I gain Curse of Daybane then banish it. Put Brain Ooze on top followed by Crocodile Skin Madu. Discard Master Cartman to not move then explore.

    Stonework Passages Card 7: Brain Ooze:

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

    Draw random monster @1 Acid Mantis AD #1.

    combat 12 +1 revealing Double Chicken Saber +1, recharging Blessing of Cayden Cailean: 2d8 + 1d8 + 5 ⇒ (3, 3) + (5) + 5 = 16

    Discard Blessing of Wadjet to explore.

    Stonework Passages Card 6: 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.

    fortitude 3 blessed by Wadjet: 2d6 + 2 ⇒ (5, 3) + 2 = 10

    Fumbus discards The Inquisitor.

    wisdom 6 +2 to close blessed by The Inquisitor: 2d8 ⇒ (7, 6) = 13

    On close examine the top card of Mumia Lab which is Stonework Passages Card 8: Malfunctioning Deathtrap. Trigger I choose to fail the check and encounter. Location negates the 1 electricity damage.

    Stonework Passages Card 8: Malfunctioning Deathtrap:

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

    dexterity 5: 1d8 + 2 ⇒ (8) + 2 = 10

    Sajan wrote:

    Hand: Double Chicken Saber +1, Crocodile Skin Madu, Blessing of Abadar 2, Staff of Minor Healing (Core), Sacred Candle, Blessing of Gorum,

    Displayed: Curse of Daybane,
    Deck: 8 Discard: 2 Buried: 0
    "Current Location: Stonework Passages
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused

    Curse of Daybane: While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.

    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 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): Shuriken +1, Blessing of Milani, Shining Wayfinder, Mastiff, Blessing of Abadar, Blessing of Kofusachi
    Recharged: Blessing of Erastil, Blessing of Cayden Cailean,
    Discard Pile: Master Cartman, Blessing of Wadjet,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

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

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

    Stonework Passages card 6 acquired. Location closed.

    Mumia Lab card 1 which is Stonework Passages Card 8 banished.

    Kyra handed Blessing of the Quartermaster 1 then recharged it.

    Fumbus discards The Inquisitor.


    At the end of Sajan's turn, we move cards from our new location to the next one.
    How many cards: 1d4 ⇒ 1.

    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 a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
  • To win the scenario, close all of the locations.

    Setup:
    * After building the location decks, shuffle the henchman Aspis Agent into each location deck. * All characters start at the Stonework Passages.

    Scenario Level (#): 2

    Turn: 3, Kyra/Nickademus

    Random Cards:

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

    Barriers
    Spoiler:
    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:
    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:
    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:
    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:
    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.

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

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

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

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

    Spoiler:
    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 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:
    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:
    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.

    Armors
    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:
    Alchemist's Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.

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

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

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

    Spoiler:
    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:
    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:
    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:
    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.

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

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

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

    Blessings
    Spoiler:
    Blessing of 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 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 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 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.

    Current Hour:

    Blessing of the Ancients:
    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.

    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 1 Meligaster/eddiephlash
    Blessing of Wadjet
    MM
    Blessing C
    Traits:
    Divine
    Wadjet
    To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Hourglass Card 2 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 2 Fumbus/JeffCook
    Blessing of Nethys
    MM
    Blessing C
    Traits:
    Divine
    Nethys
    To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 3 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Sajan/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 4 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 Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 6 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 6 Fumbus/JeffCook
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 7 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 the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 9 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 9 Meligaster/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 10 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 10 Fumbus/JeffCook
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 11 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Sajan/Bigguyinblack
    Blessing of the 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 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 12 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 13 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 13 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 14 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 14 Fumbus/JeffCook
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Sajan/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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 Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 18 Fumbus/JeffCook
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 19 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Sajan/Bigguyinblack
    Blessing of 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 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 20 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 21 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 21 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 22 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 22 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 23 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 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 24 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 24 Kyra/Nickademus
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 25 Meligaster/eddiephlash
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 26 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 26 Fumbus/JeffCook
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 27 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 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.

    Location #2: 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: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook, None

    Mumia Lab Card 1:
    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.
    Mumia Lab Card 2:
    Dark Stalker
    MM
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Mumia Lab 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.
    Mumia Lab Card 4:
    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.
    Mumia Lab Card 5:
    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 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.
    Mumia Lab Card 7:
    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.
    Mumia Lab Card 8:
    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.
    Mumia Lab Card 9:
    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.
    Mumia Lab Card 10:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Mumia Lab Card 11:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Mumia Lab Card 12:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mumia Lab Card 13:
    Blasphemous Priest
    MM
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Location #3: Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Ghoul Square 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.
    Ghoul Square Card 2:
    Staff of Focus
    MM
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
    Ghoul Square Card 3:
    Sand Thief
    MM
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Elemental
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 4:
    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.
    Ghoul Square Card 5:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 6:
    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.
    Ghoul Square Card 7:
    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.
    Ghoul Square Card 8:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ghoul Square Card 9:
    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.
    Ghoul Square 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.
    Ghoul Square Card 11:
    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.
    Ghoul Square Card 12:
    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.

    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 ?: 2
    Located/Displayed Here: None
    Crypt Card 1:
    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.
    Crypt Card 2:
    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.
    Crypt Card 3:
    Hurtling Tiles Trap
    MM
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.
    Crypt Card 4:
    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.
    Crypt Card 5:
    Crocodile Skin Armor
    MM
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
    Crypt Card 6:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt Card 7:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 8:
    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.
    Crypt Card 9:
    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.
    Crypt Card 10:
    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.
    Crypt Card 11:
    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.

    Location #5: 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 ?: 2
    Located/Displayed Here: None
    Sepulcher of the Servant Card 1:
    Splint Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Sepulcher of the Servant 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.
    Sepulcher of the Servant Card 3:
    Explorer's Staff
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Sepulcher of the Servant Card 4:
    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.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    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.
    Sepulcher of the Servant Card 7:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 8:
    Shasalqu
    MM
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
    Sepulcher of the Servant Card 9:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 10:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant Card 11:
    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 #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Catacombs Card 1:
    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.
    Catacombs Card 2:
    Shock Toad
    MM
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
    Catacombs Card 3:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 4:
    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.
    Catacombs Card 5:
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 8:
    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.
    Catacombs Card 9:
    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.
    Catacombs Card 10:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Catacombs Card 11:
    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.


  • Halfling Mesmerist Deck Handler

    On Fumbus' turn, brainwash a new ally. Updating hand.

    Meligaster wrote:

    Hand: Silver Balladeer, Harrowed Society Student, The Rakshasa, Telempathic Projection, Mask of the Mesmerists, Minnothet, Caravan Guard,

    Displayed:
    Deck: 11 Discard: 0 Buried: 1
    Hero Points: 3
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sleep, Scarab Buckler, Fortune-teller, Neferekhu, Charm Person, Confusion, Sacred Candle, Urgathoa's Gluttony, Harrower, Sign of the Thrush, Tablet of Languages Lost
    Recharged:
    Discard Pile:
    Buried Pile: Charm Person 2,

    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.


    .
    .
    .
    .

    -- Kyra's Turn --
    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.

    Start of Turn:
    Constitution 4: 1d6 + 2 ⇒ (3) + 2 = 5
    Success

    On-Turn Actions
    Display Magic Chain Mail.

    Free Exploration: Blessing of Ra
    Automatic Success
    Blessing of Ra is acquired.

    Ending Turn
    End of Turn: Recharge Cure to heal Sajan a card.
    Move 1d4 ⇒ 3 cards to Ghoul Square.
    Reset: Drawing two cards (Spear of the Watchful Guardian, Staff of Minor Healing).

    Kyra wrote:

    Hand: Desna's Freedom, Corrosion, Blessing of Ra, Spear of the Watchful Guardian, Staff of Minor Healing,

    Displayed: Magic Chain Mail (Core),
    Deck: 11 Discard: 1 Buried: 1
    Hero Points: 2
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shock Glaive, Soothing Word, Prayer, Iomedae's Justice, Remove Curse, Divine Insight, Gorum's Iron, Harrow Deck, Korvosan Guard
    Recharged: Blessing of the Quartermaster, Cure (Core),
    Discard Pile: Prayer 2,
    Buried Pile: Aid,

    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 Wadjet. Give Silver Balladeer to Sajan so he can remove his curse. Explore card 1: Dark Stalker. Display Mask of the Mesmerists to evade.

    Discard Minnothet to explore: Spelldagger.
    Arcane 4: 1d12 + 3 ⇒ (1) + 3 = 4 Acquired!

    Discard student to explore: Porcupine. Add 2 for first ally. Reveal Caravan Guard on cta.
    Wis 7: 2 + 1d4 + 1d4 + 1 ⇒ 2 + (3) + (3) + 1 = 9: Acquired

    Discard Porcupine to explore: Crocodile Skin Armor. Reveal Guard on cta.
    Con 4: 1d6 + 1d4 + 1 ⇒ (1) + (4) + 1 = 6 Acquired!

    End turn. Return Dark Stalker to top of deck, and bury Mask.
    How Many cards: 1d4 ⇒ 2

    Reset hand, drawing 1.

    Meligaster wrote:

    Hand: Spelldagger, Telempathic Projection, Crocodile Skin Armor, Caravan Guard, The Rakshasa, Sacred Candle,

    Displayed: Mask of the Mesmerists,
    Deck: 10 Discard: 3 Buried: 1
    Hero Points: 3
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Harrower, Tablet of Languages Lost, Urgathoa's Gluttony, Sleep, Charm Person, Neferekhu, Confusion, Sign of the Thrush, Scarab Buckler, Fortune-teller
    Recharged:
    Discard Pile: Minnothet, Harrowed Society Student, Porcupine,
    Buried Pile: Charm Person 2,

    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 a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
  • To win the scenario, close all of the locations.

    Setup:
    * After building the location decks, shuffle the henchman Aspis Agent into each location deck. * All characters start at the Stonework Passages.

    Scenario Level (#): 2

    Turn: 5, Fumbus/JeffCook

    Random Cards:

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

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

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

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    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:
    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.

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

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

    Items
    Spoiler:
    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:
    Mumia
    MM
    Item 2
    Traits:
    Liquid
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft 8
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
    Banish this card to banish a displayed card that has the Curse trait.

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

    Spoiler:
    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.

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

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

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

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

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

    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Sajan/Bigguyinblack
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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 Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 4 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 Fumbus/JeffCook
    Blessing of Bastet
    MM
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling
    To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
    Hourglass Card 5 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Sajan/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 6 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 Kyra/Nickademus
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 7 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 7 Meligaster/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 8 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 8 Fumbus/JeffCook
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 9 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Sajan/Bigguyinblack
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 10 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 10 Kyra/Nickademus
    Blessing of 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 11 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 11 Meligaster/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 12 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 Fumbus/JeffCook
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Sajan/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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 Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 16 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 16 Fumbus/JeffCook
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 17 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Sajan/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 18 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 18 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 19 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 19 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 20 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 20 Fumbus/JeffCook
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 21 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Sajan/Bigguyinblack
    Blessing of Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 22 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 22 Kyra/Nickademus
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 23 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 23 Meligaster/eddiephlash
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 24 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 24 Fumbus/JeffCook
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 25 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Sajan/Bigguyinblack
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #2: 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: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook, None

    Mumia Lab Card 1 (Dark Stalker):
    Dark Stalker
    MM
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Mumia Lab Card 2:
    Canteen
    MM
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.
    Mumia Lab Card 3:
    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.
    Mumia Lab Card 4:
    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.

    Location #3: Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 8
    Located/Displayed Here: None
    Ghoul Square Card 1:
    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.
    Ghoul Square Card 2:
    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.
    Ghoul Square Card 3:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 4:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 5:
    Blasphemous Priest
    MM
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
    Ghoul Square Card 6:
    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.
    Ghoul Square Card 7:
    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.
    Ghoul Square Card 8:
    Sand Thief
    MM
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Elemental
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 9:
    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.
    Ghoul Square Card 10:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 11:
    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.
    Ghoul Square Card 12:
    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.
    Ghoul Square Card 13:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ghoul Square Card 14:
    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.
    Ghoul Square Card 15:
    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.
    Ghoul Square Card 16:
    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.
    Ghoul Square Card 17:
    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.

    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 ?: 2
    Located/Displayed Here: None
    Crypt Card 1:
    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.
    Crypt Card 2:
    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.
    Crypt Card 3:
    Hurtling Tiles Trap
    MM
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.
    Crypt Card 4:
    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.
    Crypt Card 5:
    Crocodile Skin Armor
    MM
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
    Crypt Card 6:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt Card 7:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 8:
    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.
    Crypt Card 9:
    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.
    Crypt Card 10:
    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.
    Crypt Card 11:
    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.

    Location #5: 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 ?: 2
    Located/Displayed Here: None
    Sepulcher of the Servant Card 1:
    Splint Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Sepulcher of the Servant 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.
    Sepulcher of the Servant Card 3:
    Explorer's Staff
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Sepulcher of the Servant Card 4:
    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.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    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.
    Sepulcher of the Servant Card 7:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 8:
    Shasalqu
    MM
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
    Sepulcher of the Servant Card 9:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 10:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant Card 11:
    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 #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Catacombs Card 1:
    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.
    Catacombs Card 2:
    Shock Toad
    MM
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
    Catacombs Card 3:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 4:
    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.
    Catacombs Card 5:
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 8:
    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.
    Catacombs Card 9:
    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.
    Catacombs Card 10:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Catacombs Card 11:
    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.

  • Grand Archive

    deck handler

    Start of turn con 4: 1d8 ⇒ 2 suffer curse of withering

    Explore and encounter dark stalker

    Reveal deathbane crossbow and discard light crossbow to add fire and using Kyras ra to double bless dex reduced from d10 by withering

    ranged 14: 4d8 + 3 + 1d6 + 1d4 ⇒ (4, 7, 4, 1) + 3 + (1) + (1) = 21

    End turn hoping hoping we remain at the lab

    cards taken: 1d4 ⇒ 2

    1 card remaining at mumia lab

    reset hand drawing mask of forgotten pharaoh recharged to remove scourge of withering

    "

    Fumbus wrote:

    Hand: Toxic Cloud, Acid Arrow, Deathbane Light Crossbow, The Crows, Ushabti of the Willing Servant,

    Displayed: Slick Leather,
    Deck: 7 Discard: 3 Buried: 1
    Hero Points: 2
    NOTES:
    Movement: Blessings in hand available
    Other: Can add 1d4 to any local combat or trap or obstacle bainers and add fire acid or poison by discarding card

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Snake, Spider Venom, Elixir of Healing, Gem of Physical Prowess, Norgorber's Shadow
    Recharged: Acid Flask (Core), Mask of the Forgotten Pharaoh,
    Discard Pile: Spider, The Inquisitor, Light Crossbow (Core),
    Buried Pile: Game of Afterlife,

    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

    "


    Deck Handler

    Off turn heal for 1 and receive Silver Balladeer. Thanks! During Meli's turn recharge Silver Balladeer to remove Curse of Daybane.

    Blessing of Thoth in effect. Going to bury Sacred Candle to nab it. Blessing of Nethys now in effect. Recharge Staff of Minor Healing (Core) to heal for 1.

    constitution 4 recharging Blessing of Thoth: 2d6 ⇒ (1, 4) = 5

    Mumia Lab Card 4: 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.

    Acrobatics 4 auto defeat. Summon Crawling Hands to close.

    combat 13 revealing Double Chicken Saber +1 using melee, recharge Blessing of Gorum to double bless: 3d8 + 1d8 + 2 ⇒ (3, 6, 6) + (1) + 2 = 18

    The 1 becomes a 3 for a total of 20. Discard Double Chicken Saber +1. Draw random item #1 Potion of Healing. We all move to Ghoul Square.

    cards moved: 1d4 ⇒ 2

    Sajan wrote:

    Hand: Potion of Healing, Crocodile Skin Madu, Blessing of Abadar 2, Silver Balladeer, Shining Wayfinder, Master Cartman,

    Displayed:
    Deck: 11 Discard: 1 Buried: 1
    "Current Location: Stonework Passages
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused

    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, Mastiff, Blessing of Kofusachi, Blessing of Wadjet, Shuriken +1, Blessing of Erastil, Blessing of Cayden Cailean, Blessing of Abadar
    Recharged: Blessing of Thoth, Blessing of Gorum,
    Discard Pile: Double Chicken Saber +1,
    Buried Pile: Sacred Candle,
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

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

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

    Mumia Lab is closed.

    Acquired random item #1 Potion of Healing.


    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 a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
  • To win the scenario, close all of the locations.

    Setup:
    * After building the location decks, shuffle the henchman Aspis Agent into each location deck. * All characters start at the Stonework Passages.

    Scenario Level (#): 2

    Turn: 7, Kyra/Nickademus

    Random Cards:

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

    Spoiler:
    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:
    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:
    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:
    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.

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

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

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

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

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

    Spoiler:
    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:
    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:
    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.

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

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

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

    Spoiler:
    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:
    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.

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

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

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

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

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

    Current Hour:

    Blessing of 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: 23

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

    Location #3: Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 10
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook, None

    Ghoul Square Card 1:
    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.
    Ghoul Square Card 2:
    Canteen
    MM
    Item B
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.
    Ghoul Square Card 3:
    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.
    Ghoul Square Card 4:
    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.
    Ghoul Square Card 5:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 6:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 7:
    Blasphemous Priest
    MM
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
    Ghoul Square Card 8:
    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.
    Ghoul Square Card 9:
    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.
    Ghoul Square Card 10:
    Sand Thief
    MM
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Elemental
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 11:
    Caravan Raider
    MM
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Ghoul Square Card 12:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 13:
    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.
    Ghoul Square Card 14:
    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.
    Ghoul Square Card 15:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ghoul Square Card 16:
    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.
    Ghoul Square Card 17:
    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.
    Ghoul Square Card 18:
    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.
    Ghoul Square Card 19:
    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.

    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 ?: 2
    Located/Displayed Here: None
    Crypt Card 1:
    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.
    Crypt Card 2:
    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.
    Crypt Card 3:
    Hurtling Tiles Trap
    MM
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.
    Crypt Card 4:
    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.
    Crypt Card 5:
    Crocodile Skin Armor
    MM
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
    Crypt Card 6:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt Card 7:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 8:
    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.
    Crypt Card 9:
    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.
    Crypt Card 10:
    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.
    Crypt Card 11:
    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.

    Location #5: 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 ?: 2
    Located/Displayed Here: None
    Sepulcher of the Servant Card 1:
    Splint Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Sepulcher of the Servant 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.
    Sepulcher of the Servant Card 3:
    Explorer's Staff
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Sepulcher of the Servant Card 4:
    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.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    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.
    Sepulcher of the Servant Card 7:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 8:
    Shasalqu
    MM
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
    Sepulcher of the Servant Card 9:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 10:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant Card 11:
    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 #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Catacombs Card 1:
    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.
    Catacombs Card 2:
    Shock Toad
    MM
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
    Catacombs Card 3:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 4:
    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.
    Catacombs Card 5:
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 8:
    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.
    Catacombs Card 9:
    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.
    Catacombs Card 10:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Catacombs Card 11:
    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.


  • .
    .
    .
    .

    -- Kyra's Turn --
    Location: Ghoul Square - When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.

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

    Free Exploration: Remove Curse
    Automatic Success
    Remove Curse is acquired.

    Ending Turn
    Reset: Drawing one card (Prayer).

    Kyra wrote:

    Hand: Desna's Freedom, Corrosion, Spear of the Watchful Guardian, Remove Curse 2, Prayer,

    Displayed: Magic Chain Mail (Core),
    Deck: 11 Discard: 2 Buried: 1
    Hero Points: 2
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Remove Curse, Korvosan Guard, Shock Glaive, Soothing Word, Harrow Deck, Gorum's Iron, Iomedae's Justice, Divine Insight
    Recharged: Blessing of the Quartermaster, Cure (Core), Staff of Minor Healing,
    Discard Pile: Prayer 2, Blessing of Ra,
    Buried Pile: Aid,

    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

    Kyra's EoT roll: 1d4 ⇒ 1

    Start turn. Hour of Elements. Pass Sacred Candle to Sajan. Explore: Canteen.
    Int 6: 1d8 ⇒ 2: Banished.

    Discard The Rakshasa to explore: Ghost Battling Ring. Reveal Caravan Guard on cta.
    Arcane 8: 1d12 + 3 + 1d4 + 1 ⇒ (6) + 3 + (2) + 1 = 12 Acquired!

    End turn.
    EoT roll: 1d4 ⇒ 2

    Reset hand, recharging armor and drawing 2.

    Meligaster wrote:

    Hand: Spelldagger, Telempathic Projection, Ghost Battling Ring, Caravan Guard, Scarab Buckler, Confusion,

    Displayed:
    Deck: 9 Discard: 4 Buried: 2
    Hero Points: 3
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Urgathoa's Gluttony, Charm Person, Tablet of Languages Lost, Fortune-teller, Sleep, Neferekhu, Harrower, Sign of the Thrush
    Recharged: Crocodile Skin Armor,
    Discard Pile: Minnothet, Harrowed Society Student, Porcupine, The Rakshasa,
    Buried Pile: Charm Person 2, Mask of the Mesmerists,

    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 a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
  • To win the scenario, close all of the locations.

    Setup:
    * After building the location decks, shuffle the henchman Aspis Agent into each location deck. * All characters start at the Stonework Passages.

    Scenario Level (#): 2

    Turn: 9, Fumbus/JeffCook

    Random Cards:

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

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

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

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

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

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

    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:
    Ooze Falchion +1
    MM
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Acid
    Magic
    Elite
    To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. 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.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

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

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

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

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

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

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

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

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

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

    Spoiler:
    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.

    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:
    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:
    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:
    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.

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

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

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

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

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

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

    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: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Sajan/Bigguyinblack
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 2 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 2 Kyra/Nickademus
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 3 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 3 Meligaster/eddiephlash
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 4 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 4 Fumbus/JeffCook
    Blessing of 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 Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Hourglass Card 6 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 6 Kyra/Nickademus
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 7 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 7 Meligaster/eddiephlash
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 8 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 8 Fumbus/JeffCook
    Blessing of Thoth
    MM
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    WisdomKnowledge 10
    OR Divine 6
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait.
    Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 9 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Sajan/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 10 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 Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 12 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 12 Fumbus/JeffCook
    Blessing of the Ancients
    MM
    Blessing B
    Traits:
    Divine
    Basic
    To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location deck, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Hourglass Card 13 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Sajan/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 14 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 14 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 15 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 15 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 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 Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 18 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 18 Kyra/Nickademus
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 19 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 19 Meligaster/eddiephlash
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 20 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 20 Fumbus/JeffCook
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 21 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Sajan/Bigguyinblack
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #3: Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 7
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook, None

    Ghoul Square Card 1:
    Frost Sling +1
    MM
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic
    To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
    Ghoul Square Card 2:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 3:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 4:
    Blasphemous Priest
    MM
    Monster B
    Traits:
    Undead
    Cleric
    Elite
    To Defeat:
    Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
    Ghoul Square Card 5:
    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.
    Ghoul Square Card 6:
    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.
    Ghoul Square Card 7:
    Sand Thief
    MM
    Henchman 1
    Type: Monster
    Traits:
    Outsider
    Elemental
    To Defeat:
    Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 8:
    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.
    Ghoul Square Card 9:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 10:
    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.
    Ghoul Square Card 11:
    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.
    Ghoul Square Card 12:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ghoul Square Card 13:
    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.

    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 ?: 5
    Located/Displayed Here: None
    Crypt Card 1:
    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.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    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.
    Crypt Card 5:
    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.
    Crypt Card 6:
    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.
    Crypt Card 7:
    Fire Hydra
    MM
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire, or Poison trait, the Fire Hydra is undefeated.
    Crypt Card 8:
    Crocodile Skin Armor
    MM
    Armor B
    Traits:
    Light Armor
    Basic
    To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
    Crypt Card 9:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt Card 10:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 11:
    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.
    Crypt Card 12:
    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.
    Crypt Card 13:
    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.
    Crypt Card 14:
    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.

    Location #5: 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 ?: 2
    Located/Displayed Here: None
    Sepulcher of the Servant Card 1:
    Splint Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Sepulcher of the Servant 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.
    Sepulcher of the Servant Card 3:
    Explorer's Staff
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Sepulcher of the Servant Card 4:
    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.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    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.
    Sepulcher of the Servant Card 7:
    Blessing of the Elements
    MM
    Blessing B
    Traits:
    Basic
    To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sepulcher of the Servant Card 8:
    Shasalqu
    MM
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
    Sepulcher of the Servant Card 9:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 10:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant Card 11:
    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 #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Catacombs Card 1:
    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.
    Catacombs Card 2:
    Shock Toad
    MM
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
    Catacombs Card 3:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 4:
    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.
    Catacombs Card 5:
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 8:
    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.
    Catacombs Card 9:
    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.
    Catacombs Card 10:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Catacombs Card 11:
    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.

  • Grand Archive

    deck handler

    Fumbus explores and finds a frost sling

    ranged 6: 1d10 + 2 ⇒ (10) + 2 = 12

    Discard crows to explore encountering an aspis agent (not boon so crows are buried)

    Discard frost sling

    combat 11: 1d10 + 2 + 1d6 + 1 + 2d4 ⇒ (3) + 2 + (6) + 1 + (2, 2) = 16

    eot cards: 1d4 ⇒ 4

    Draw elixir of heal so start of Sajans turn

    heal: 1d4 + 1 ⇒ (2) + 1 = 3

    all bar light crossbow

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

    "

    Fumbus wrote:

    Hand: Toxic Cloud, Acid Arrow, Deathbane Light Crossbow, Norgorber's Shadow, Ushabti of the Willing Servant,

    Displayed: Slick Leather,
    Deck: 9 Discard: 1 Buried: 2
    Hero Points: 2
    NOTES:
    Movement: Blessings in hand available
    Other: Can add 1d4 to any local combat or trap or obstacle bainers and add fire acid or poison by discarding card

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gem of Physical Prowess, Spider, Mask of the Forgotten Pharaoh, The Inquisitor, Acid Flask (Core), Snake, Frost Sling +1, Spider Venom
    Recharged: Elixir of Healing,
    Discard Pile: Light Crossbow (Core),
    Buried Pile: Game of Afterlife, The Crows,

    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

    "


    Deck Handler

    Off turn healed for 1. Thanks! Received Sacred Candle from meli.

    Blessing of the Ancients in effect.

    Pass Potion of Healing to Fumbus.

    Ghoul Square Card 3: Collapsing Hallways:

    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    acrobatics 9 recharging Blessing of Abadar 2 to double bless: 3d8 + 4 ⇒ (3, 4, 5) + 4 = 16

    Suffer Curse of the Ravenous to close. Recharge Silver Balladeer to exile the curse. We all move to Crypt.

    moved cards: 1d4 ⇒ 2

    Sajan wrote:

    Hand: Crocodile Skin Madu, Shining Wayfinder, Master Cartman, Sacred Candle 2, Mastiff, Blessing of Cayden Cailean,

    Displayed:
    Deck: 12 Discard: 0 Buried: 1
    "Current Location: Stonework Passages
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.
    Folio reroll: Unused

    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, Blessing of Erastil, Blessing of Abadar, Blessing of Milani, Shuriken +1, Blessing of Thoth, Blessing of Wadjet, Double Chicken Saber +1, Blessing of Gorum, Staff of Minor Healing (Core)
    Recharged: Blessing of Abadar 2, Silver Balladeer,
    Discard Pile:
    Buried Pile: Sacred Candle,
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

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

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

    Ghoul Square is closed.

    2 cards moved from the bottom of Crypt.

    Fumbus passed Healing Potion.


    .
    .
    .
    .

    -- 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: Skeletal Jackal
    Reveal Spear of the Watchful Guardian to use Melee + 1d6+1. Discard Prayer to bless.
    Combat 16: 3d8 + 1d4 + 3 ⇒ (3, 1, 2) + (2) + 3 = 11
    Discard Spear of the Watchful Guardian to reroll.
    Combat 16: 3d8 + 1d4 + 3 ⇒ (2, 3, 8) + (4) + 3 = 20
    Success
    Skeletal Jackal is banished.

    Ending Turn
    End of Turn: Recharge Desna's Freedom to heal a card.
    Prayer is healed.
    Move 1d4 ⇒ 3 cards to Sepulcher of the Servant.
    Reset: Drawing three cards (Gorum's Iron, Remove Curse, Desna's Freedom).

    Kyra wrote:

    Hand: Corrosion, Remove Curse 2, Gorum's Iron, Remove Curse, Desna's Freedom,

    Displayed: Magic Chain Mail (Core),
    Deck: 10 Discard: 3 Buried: 1
    Hero Points: 2
    Acc Reroll: Available

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Quartermaster, Soothing Word, Korvosan Guard, Shock Glaive, Iomedae's Justice, Harrow Deck, Divine Insight, Prayer 2, Staff of Minor Healing, Cure (Core)
    Recharged:
    Discard Pile: Blessing of Ra, Prayer, Spear of the Watchful Guardian,
    Buried Pile: Aid,

    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.


    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 a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
  • To win the scenario, close all of the locations.

    Setup:
    * After building the location decks, shuffle the henchman Aspis Agent into each location deck. * All characters start at the Stonework Passages.

    Scenario Level (#): 2

    Turn: 12, Meligaster/eddiephlash

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Spoiler:
    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:
    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.

    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 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 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 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 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: 18

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

    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: 1 I: 1 Al: 0 Bl: 0 ?: 6
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook, None

    Crypt Card 1:
    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.
    Crypt Card 2:
    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.
    Crypt Card 3:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 4:
    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.
    Crypt Card 5:
    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.
    Crypt Card 6:
    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.
    Crypt Card 7:
    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.
    Crypt Card 8:
    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.
    Crypt Card 9:
    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.
    Crypt Card 10:
    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.
    Crypt Card 11:
    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.
    Crypt Card 12:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.

    Location #5: 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 ?: 7
    Located/Displayed Here: None
    Sepulcher of the Servant Card 1:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant Card 2:
    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.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    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.
    Sepulcher of the Servant Card 5:
    Alchemical Gas
    MM
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to your location.
    While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
    Sepulcher of the Servant Card 6:
    Splint Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Sepulcher of the Servant Card 7:
    Falling Rubble
    MM
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn, and at the end of the turn, may succeed at a Strength 10 check to banish this barrier.
    If defeated, you may explore your location.
    Sepulcher of the Servant Card 8:
    Explorer's Staff
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Sepulcher of the Servant Card 9:
    Magma Spirit
    MM
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die.
    Before you act, each character at your location is dealt 1 Fire Damage.
    Sepulcher of the Servant Card 10:
    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.
    Sepulcher of the Servant Card 11:
    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.
    Sepulcher of the Servant Card 12:
    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.
    Sepulcher of the Servant Card 13:
    Shasalqu
    MM
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
    Sepulcher of the Servant Card 14:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 15:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant Card 16:
    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 #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Catacombs Card 1:
    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.
    Catacombs Card 2:
    Shock Toad
    MM
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
    Catacombs Card 3:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 4:
    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.
    Catacombs Card 5:
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 8:
    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.
    Catacombs Card 9:
    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.
    Catacombs Card 10:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Catacombs Card 11:
    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.


  • Halfling Mesmerist Deck Handler

    Hour is Elements. Give Ghost Battling Ring to Fumbus. Explore: The Evil Eye. Reveal Caravan Guard on ctd.
    Diplo 6+##=10: 1d12 + 4 + 1d4 + 1 ⇒ (3) + 4 + (1) + 1 = 9 Defeated!

    Discard Caravan guard to explore: Explorer's Staff.
    Str 2: 1d4 ⇒ 4 Acquired.

    Bury Scarab buckler to heal.
    Heal: 1d4 + 1 ⇒ (3) + 1 = 4: all but Porcupine.

    End turn.
    Number of cards moved: 1d4 ⇒ 1
    Reset hand, discarding staff and drawing 3.

    Meligaster wrote:

    Hand: Spelldagger, Telempathic Projection, Confusion, Urgathoa's Gluttony, Charm Person, Caravan Guard,

    Displayed:
    Deck: 10 Discard: 2 Buried: 3
    Hero Points: 3
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    On Fumbus' turn, cast Charm Person to draw new ally: Basif Iosep

    Meligaster wrote:

    Hand: Spelldagger, Telempathic Projection, Confusion, Urgathoa's Gluttony, Caravan Guard, Basif Iosep,

    Displayed:
    Deck: 10 Discard: 2 Buried: 4
    Hero Points: 3
    Shirt reroll available.
    NOTES:
    Available Support: Freely use any of my cards as needed!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Harrower, Sign of the Thrush, Tablet of Languages Lost, The Rakshasa, Fortune-teller, Sleep, Minnothet, Harrowed Society Student, Crocodile Skin Armor, Neferekhu
    Recharged:
    Discard Pile: Porcupine, Explorer's Staff,
    Buried Pile: Charm Person 2, Mask of the Mesmerists, Scarab Buckler, 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.


    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 a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
  • To win the scenario, close all of the locations.

    Setup:
    * After building the location decks, shuffle the henchman Aspis Agent into each location deck. * All characters start at the Stonework Passages.

    Scenario Level (#): 2

    Turn: 13, Fumbus/JeffCook

    Random Cards:

    Monsters
    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.

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

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

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

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

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

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

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

    Spoiler:
    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.

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

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

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

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

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

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

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

    Spoiler:
    Blessing of 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 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.

    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: 17

    Hourglass

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

    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: 1 I: 1 Al: 0 Bl: 0 ?: 4
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook, None

    Crypt Card 1:
    Catching Cape
    MM
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic
    To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Crypt Card 2:
    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.
    Crypt Card 3:
    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.
    Crypt Card 4:
    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.
    Crypt Card 5:
    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.
    Crypt Card 6:
    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.
    Crypt Card 7:
    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.
    Crypt Card 8:
    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.
    Crypt Card 9:
    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.

    Location #5: 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 ?: 7
    Located/Displayed Here: None
    Sepulcher of the Servant Card 1:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 2:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    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.
    Sepulcher of the Servant Card 5:
    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.
    Sepulcher of the Servant Card 6:
    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.
    Sepulcher of the Servant Card 7:
    Splint Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    Explorer's Staff
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Sepulcher of the Servant Card 10:
    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.
    Sepulcher of the Servant Card 11:
    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.
    Sepulcher of the Servant Card 12:
    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.
    Sepulcher of the Servant Card 13:
    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.
    Sepulcher of the Servant Card 14:
    Shasalqu
    MM
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
    Sepulcher of the Servant Card 15:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 16:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant Card 17:
    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 #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Catacombs Card 1:
    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.
    Catacombs Card 2:
    Shock Toad
    MM
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
    Catacombs Card 3:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 4:
    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.
    Catacombs Card 5:
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 8:
    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.
    Catacombs Card 9:
    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.
    Catacombs Card 10:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Catacombs Card 11:
    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.

  • Grand Archive

    deck handler

    Fumbus gains a ring from meli and a potion from Sajan. Kyra is obviously not well as she has forgotten Fumbus's birthday so Fumbus feeds her the potion of healing

    kyra heals: 1d4 ⇒ 2

    Grand Archive

    deck handler

    Continuing Fumbus turn

    Explore and grab a catching cape throught craft

    Look ahead and explore with Norgorbers Shadow Examine possible shuffle explore

    Kilt shuffled

    next card: 1d8 + 1 ⇒ (4) + 1 = 5

    Healers kit banished

    cards moved to sepulcher: 1d4 ⇒ 2

    first card: 1d8 + 1 ⇒ (7) + 1 = 8

    second card: 1d8 + 1 ⇒ (1) + 1 = 2

    Cards 1 and 5 removed from crypt

    cards 8 and 2 now on top of sepulcher

    cards 3,4,5,7,9 remain and are shuffled

    "

    Fumbus wrote:

    Hand: Toxic Cloud, Acid Arrow, Deathbane Light Crossbow, Catching Cape, Ghost Battling Ring, Ushabti of the Willing Servant,

    Displayed: Slick Leather,
    Deck: 9 Discard: 3 Buried: 2
    Hero Points: 2
    NOTES:
    Movement: Blessings in hand available
    Other: Can add 1d4 to any local combat or trap or obstacle bainers and add fire acid or poison by discarding card

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mask of the Forgotten Pharaoh, Spider, Acid Flask (Core), Frost Sling +1, The Inquisitor, Gem of Physical Prowess, Spider Venom, Snake
    Recharged: Elixir of Healing,
    Discard Pile: Potion of Healing, Norgorber's Shadow, Light Crossbow (Core),
    Buried Pile: Game of Afterlife, The Crows,

    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

    "


    Deck Handler

    Blessing of the Elements in effect.

    Pass Sacred Candle 2 to Fumbus. Display Mastiff to draw 2 cards: Blessing of Kofusachi and Blessing of Gorum. Recharge Blessing of Kofusachi to search my deck for Double Chicken Saber +1 and draw it.

    random from the top: 1d6 ⇒ 2

    Crypt Card 3: 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.

    acrobatics 5 +4 recharging Blessing of Gorum to bless: 2d8 + 4 ⇒ (8, 1) + 4 = 13

    Discard Shining Wayfinder to examine the top card...

    random from the top: 1d5 ⇒ 2

    ... Yellow Jelly. Explore.

    Crypt Card 4: 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.

    combat 8 recharging Master Cartman to use acrobatics +1d6, aided by Shining Wayfinder: 1d8 + 1d6 + 1d6 + 4 ⇒ (2) + (6) + (3) + 4 = 15

    acid damage: 1d4 ⇒ 4

    Ignore 1, recharge Crocodile Skin Madu to prevent 2, discard Blessing of Cayden Cailean.

    moved cards: 1d4 ⇒ 1

    Sajan wrote:

    Hand: Blessing of Abadar, Blessing of Wadjet, Shuriken +1, Double Chicken Saber +1, Blessing of Erastil, Blessing of Milani,

    Displayed:
    Deck: 8 Discard: 3 Buried: 1
    "Current Location: Crypt
    Hero Points: 2"
    "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 Wadjet: Discard this card to add 2d8 to any check to acquire a boon.

    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 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 Thoth
    Recharged: Blessing of Abadar 2, Silver Balladeer, Blessing of Kofusachi, Blessing of Gorum, Master Cartman, Crocodile Skin Madu,
    Discard Pile: Shining Wayfinder, Blessing of Cayden Cailean, Mastiff,
    Buried Pile: Sacred Candle,
    "
    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Charisma d6 ☐ +1 ☐ +2

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

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

    Crypt cards 3 and 4 banished. 1 card moved to Sepulcher of the Servant.

    Fumbas passed Sacred Candle.


    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 a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.
  • To win the scenario, close all of the locations.

    Setup:
    * After building the location decks, shuffle the henchman Aspis Agent into each location deck. * All characters start at the Stonework Passages.

    Scenario Level (#): 2

    Turn: 15, Kyra/Nickademus

    Random Cards:

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

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

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

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

    Spoiler:
    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.

    Barriers
    Spoiler:
    The Second Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

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

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

    Spoiler:
    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:
    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.

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

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

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

    Spoiler:
    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:
    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:
    Toxic Cloud
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane 8
    Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.

    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.

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

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

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

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

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

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

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

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

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

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

    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 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 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Sajan/Bigguyinblack
    Blessing of Pharasma
    MM
    Blessing B
    Traits:
    Divine
    Pharasma
    To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 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 Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 6 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 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 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 8 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 9 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 9 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 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 Maat
    MM
    Blessing 2
    Traits:
    Divine
    Maat
    Healing
    To Acquire:
    Divine 6
    OR ConstitutionFortitude 10
    After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Hourglass Card 12 Kyra/Nickademus:
    Spoiler:
    Hourglass Card 12 Kyra/Nickademus
    Blessing of Ra
    MM
    Blessing B
    Traits:
    Divine
    Ra
    Fire
    To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check.
    Discard this card to add 2 dice to any check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 13 Meligaster/eddiephlash:
    Spoiler:
    Hourglass Card 13 Meligaster/eddiephlash
    Blessing of Horus
    MM
    Blessing B
    Traits:
    Divine
    Horus
    Electricity
    To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Hourglass Card 14 Fumbus/JeffCook:
    Spoiler:
    Hourglass Card 14 Fumbus/JeffCook
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Hourglass Card 15 Sajan/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 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.

    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: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Meligaster/eddiephlash, Fumbus/JeffCook, None

    Crypt Card 1:
    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.
    Crypt Card 2:
    Hurtling Tiles Trap
    MM
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, characters may not play items.
    If undefeated, you are dealt 1d4 Ranged Combat damage.
    If defeated, you may explore your location.

    Location #5: 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 ?: 10
    Located/Displayed Here: None
    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    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.
    Sepulcher of the Servant Card 3:
    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.
    Sepulcher of the Servant Card 4:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 5:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant Card 6:
    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.
    Sepulcher of the Servant Card 7:
    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.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    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.
    Sepulcher of the Servant Card 10:
    Splint Mail
    MM
    Armor C
    Traits:
    Heavy Armor
    Elite
    To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Sepulcher of the Servant Card 11:
    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.
    Sepulcher of the Servant Card 12:
    Explorer's Staff
    MM
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic
    To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Sepulcher of the Servant Card 13:
    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.
    Sepulcher of the Servant Card 14:
    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.
    Sepulcher of the Servant Card 15:
    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.
    Sepulcher of the Servant Card 16:
    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.
    Sepulcher of the Servant Card 17:
    Shasalqu
    MM
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage.
    Sepulcher of the Servant Card 18:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 19:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant Card 20:
    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 #6: Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None
    Catacombs Card 1:
    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.
    Catacombs Card 2:
    Shock Toad
    MM
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
    Catacombs Card 3:
    Aspis Agent
    None
    Henchman 1
    Type: Monster
    Traits:
    Aspis
    Human
    Rogue
    To Defeat:
    Combat 11
    OR Stealth
    Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 4:
    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.
    Catacombs Card 5:
    Coffer Corpse
    MM
    Monster 1
    Traits:
    Undead
    To Defeat:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits.
    If undefeated, move to a random location.
    Catacombs Card 6:
    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.
    Catacombs Card 7:
    Collapsing Hallways
    None
    Henchman 2
    Type: Barrier
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 9
    OR Wisdom
    Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 8:
    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.
    Catacombs Card 9:
    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.
    Catacombs Card 10:
    Bonecrusher Hyenamaster
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Catacombs Card 11:
    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.


  • .
    .
    .
    .

    Before Turn:
    Blessing of Ra, Spear of the Watchful Guardian healed.

    -- Kyra's Turn --
    Location: Ghoul Square - When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.

    Free Exploration: Tekenu
    Recharge Gorum's Iron to bless. Ask Fumbus to reload Deathbane Light Crossbow to add 1d8.
    Combat 13: 3d8 + 1d4 + 2 ⇒ (1, 5, 2) + (1) + 2 = 11
    Accessory reroll the 1: Combat 13: 1d8 + 10 ⇒ (3) + 10 = 13
    Success
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
    1d4 ⇒ 2
    Tekenu is shuffled into 1d2 ⇒ 1 Sepulcher of the Servant.

    Discard Desna's Freedom to not move and Explore: Hurtling Tiles Trap
    Perception 6: 1d10 + 4 ⇒ (7) + 4 = 11
    Success
    Hurtling Tiles Trap is banished.

    Closing Location: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    Automatic Success
    When Permanently Closed: On closing, draw a random blessing from the box.
    Blessing of Thoth is drawn.
    Immediate Move: 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.

    Ending Turn
    End of Turn: Recharge Remove Curse to heal Sajan a card.
    Move 1d4 ⇒ 2 cards to Catacombs.
    Reset: Drawing two cards (Prayer, Korvosan Guard).

    Random Cards Used: Blessing 1 ( acquired)
    Party Resources Expended: Deathbane Light Crossbow from Fumbus reloaded
    Actions Still Needed:
    Tekenu shuffled into Sepulcher of the Servant

    Kyra wrote:

    Hand: Corrosion, Remove Curse, Blessing of Thoth, Prayer 2, Korvosan Guard,

    Displayed: Magic Chain Mail (Core),
    Deck: 12 Discard: 2 Buried: 1
    Hero Points: 2
    Acc Reroll: Used

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Quartermaster, Harrow Deck, Spear of the Watchful Guardian, Cure (Core), Soothing Word, Staff of Minor Healing, Iomedae's Justice, Shock Glaive, Divine Insight, Blessing of Ra
    Recharged: Gorum's Iron, Remove Curse 2,
    Discard Pile: Prayer, Desna's Freedom,
    Buried Pile: Aid,

    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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